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Cursor & Selected Units for Allies
Posted: 25 Nov 2005, 20:26
by AF
This GroupAI will show a symbol on the map in your player colour that follows your mouse, showing allies where you're mouse is on the map and thus where you're looking.
Also, selected untis get a small blob next to them to show other people they're selected. The colour of the blob signifies what the unit is doing. aka green for movement purple for reclaiming grey for resurrecting yellow for repairing and buidling etc...
Downlaod here
Posted: 25 Nov 2005, 21:49
by Michilus_nimbus
Hehe, nice!
These "extensions" are what makes a game different from the rest!
Posted: 25 Nov 2005, 21:58
by diggz2k
I can't get it to work, help por favor.
I could see my own cursor and blobs but not my partners
Posted: 26 Nov 2005, 17:10
by AF
hmmmm..
First off if you're running the extension then your partner can see your cursor btu you cannot.
If your partner is runnign the extension then you can both see his but not yours.
You both need the GroupAI running for both cursors to be seen.
Posted: 27 Nov 2005, 20:45
by mongus
Have you tested this alantai?
is there port(network) needed for this to work?.. (doubt it).
we both had the ai assigned to the commander.. (maybe its that, using the commander?).
i could see my own stuff, the green icons, or white..
and the shadow under the cursor, but not a signal of my ally's cursor shadow.
we tested in normal allies and shared commander, same thing.
Posted: 27 Nov 2005, 21:00
by jcnossen
Code: Select all
int CAICallback::CreateSplineFigure(float3 pos1,float3 pos2,float3 pos3,float3 pos4,float width,int arrow,int lifetime,int group)
{
return geometricObjects->AddSpline(pos1,pos2,pos3,pos4,width,arrow,lifetime,group);
}
int CAICallback::CreateLineFigure(float3 pos1,float3 pos2,float width,int arrow,int lifetime,int group)
{
return geometricObjects->AddLine(pos1,pos2,width,arrow,lifetime,group);
}
In english, this means the lines and splines aren't send across the network, so unless the group AI creates it's own connection it's not going to work...
That gives me an idea, if the AI is allowed to send networking messages to allied AI's directly, then these things can be fixed without any more engine additions :)
Requires another non-backwards compatible upgrade for group AI though, but that shouldn't be much of a problem since this is the only groupAI right now (Except for the standard ones)...
Posted: 28 Nov 2005, 02:10
by mongus
hm.. not sure if i want the ai to send data.. it may send my pr0n archives... O_O
btw, the graphics used by Alantai look nice. Not finished, but shows flexibility.
Posted: 28 Nov 2005, 02:42
by jcnossen
hm.. not sure if i want the ai to send data..
But you do want spring to send data? Just don't use an AI that you don't trust... but that applies to all software
Posted: 28 Nov 2005, 20:23
by AF
Dont we have that new fangled itnerface thing in the AICallback?
Perhaps if we had a basic structure like the command structure specifying what we want and what data etc....
And yah I tested it myself, but I dont have the internet on my computer so i cant do a proper multiplayer test.
I think more work will need to be done.
Zaphod, if I write to the AI memory buffer a string will that string get apssed on to the host and thus a groupAI on another machien int he same game could read it and use that to pass on information?
Eitherway I'd much prefer it if drawn lines worked as I expected, maybe just a boolean, all this network stuff is daunting to me..
Posted: 01 Dec 2005, 21:21
by Veylon
No kidding.
Anyway, kudos on the little blobs next the units. That's an idea that maybe I should steal...
Maybe there should be a Group AI that does this?
Posted: 01 Dec 2005, 21:24
by AF
The GroupAI does do that. The code is also present in NTAI versions after beta 5.
I'm experimenting with using unti models to replace the blobs optionally so i get 3D rotating symbols. I've already gotten a commander to replace the symbol in NTAI beta 8. type in .mouse to see after typing .cheat and taking cotnrol fo NTAI. type .mouse to switch abck again. NTAI beta 8 also had code for a while that amde blbos bigger depending on the untis size.