what's up with the multiplayer?
Posted: 16 Oct 2005, 19:54
it's only an impression of mine,
or the ai's behave completely different in the globalai script than in a multiplayer game started by the lobby?
I've a lot of situations where the ai didn't build anything, refuses to complete order and so on. And yes, it's the same ai that works well alone. I was mad chasing bug in the multiplayer game (to have an ally to watch directly) until i've tested the script.
those functions were the most problematic:
getunitdef retuniing null
closestbuildsite returning weird walues, not -1,0,0 but 0,0,0 or in a case
24,1,32 on small divide (the opposite corner from starting point, to build a mex)
giveorder not happening.
other things:
there's a delay when giving order, you've to wait the activation of the unit. i currently have set a frame limit for repeated command.
when a unit is destroyed and the ai is informed, the getUnitDef of the destroyed unit is null.
or the ai's behave completely different in the globalai script than in a multiplayer game started by the lobby?
I've a lot of situations where the ai didn't build anything, refuses to complete order and so on. And yes, it's the same ai that works well alone. I was mad chasing bug in the multiplayer game (to have an ally to watch directly) until i've tested the script.
those functions were the most problematic:
getunitdef retuniing null
closestbuildsite returning weird walues, not -1,0,0 but 0,0,0 or in a case
24,1,32 on small divide (the opposite corner from starting point, to build a mex)
giveorder not happening.
other things:
there's a delay when giving order, you've to wait the activation of the unit. i currently have set a frame limit for repeated command.
when a unit is destroyed and the ai is informed, the getUnitDef of the destroyed unit is null.