Posted: 25 Feb 2006, 17:35
AARRGGGHHH
your not readin what I'm saying at all
I ALREADY HAVE AN ENTIRE CLASS THAT DOES THAT VERY WELL
My class based on the original from cain but witht he Parse() function replaced with a call to
krogothesclass->Init();
this->hotspots = krogothesclass->vectoredspots;
essentially taking the results of krogothes class and copying them directly rather than starting cains original algorithm and generating them from a raw metal map array, the class spaces mexes out, choose where to put them based on value and distance, it can deal with metal maps and every map, only it cant deal with brazilian battlefields unless I move the algorithm back to cains original. It even keeps track of enemy mexes to avoid sending cons into enemy territory (XE6). It can even place mexes on weavers PCB map which even OTAI cant do, OTAI having the next best wrap around class that I'm aware of and for a longtime I thought was better.
I am not using your class as a standalone krogothe, and I have never simply used a raw metal spot algorithm by itself. The class is not at fault, the class relies heavily upon ti being fed accurate information to work as would any other class that did the same job, only on those types of maps your class isn't generating reliable raw mex spots.
But because of you all insisting there is no problem I might as well post a groupAI or two showcasing markers showing the raw results of cains class and krogothes class so that you can test it out on brazillian battlefields yourselves.
So go on an explain why using cains wrap around class with krogothes metal class doesnt yield accurate results in NTAI yet if i use the original algorithm I get perfect results?
your not readin what I'm saying at all
I ALREADY HAVE AN ENTIRE CLASS THAT DOES THAT VERY WELL
My class based on the original from cain but witht he Parse() function replaced with a call to
krogothesclass->Init();
this->hotspots = krogothesclass->vectoredspots;
essentially taking the results of krogothes class and copying them directly rather than starting cains original algorithm and generating them from a raw metal map array, the class spaces mexes out, choose where to put them based on value and distance, it can deal with metal maps and every map, only it cant deal with brazilian battlefields unless I move the algorithm back to cains original. It even keeps track of enemy mexes to avoid sending cons into enemy territory (XE6). It can even place mexes on weavers PCB map which even OTAI cant do, OTAI having the next best wrap around class that I'm aware of and for a longtime I thought was better.
I am not using your class as a standalone krogothe, and I have never simply used a raw metal spot algorithm by itself. The class is not at fault, the class relies heavily upon ti being fed accurate information to work as would any other class that did the same job, only on those types of maps your class isn't generating reliable raw mex spots.
But because of you all insisting there is no problem I might as well post a groupAI or two showcasing markers showing the raw results of cains class and krogothes class so that you can test it out on brazillian battlefields yourselves.
So go on an explain why using cains wrap around class with krogothes metal class doesnt yield accurate results in NTAI yet if i use the original algorithm I get perfect results?