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[release] Radar Group AI
Posted: 19 May 2006, 14:19
by colorblind
Radar AI
http://teake.home.fmf.nl/temp/RadarAI.zip
This group AI does something very basic, yet very usefull: it alerts the players whenever an enemy unit comes into radar / LOS.
Pros:
+ You don't have to keep a constant eye on the minimap for enemy intruders.
+ With any luck, you can get to the enemy intruders before they get to your mexxes :P
Cons:
- It currently broadcasts it message to everyone in the game.
- It gets a bit useless after the initial stages of the game when your base perimeter is better defined.
- It isn't compiled yet :(
The first con can also be a good thing: now the other players also now that you have recieved an alert, making it a bit more fair if your oppenent doesn't have or doesn't use the AI.
The last con is a big bummer: I can't compile it with MinGW so that it runs on the 0.71b1 release (which was probably compiled with Visual Studio, which I don't have). Would someone be so kind to compile it so that it runs on the latest release?
:update:
I've released a patch that updates the functionality of the Radar AI a great deal. Check
my post below.
Posted: 19 May 2006, 14:24
by submarine
lol i would refuse to play with someone spamming me with messages
Posted: 19 May 2006, 14:33
by AF
I'll take a look at the source and see if I can bring up a solution that doesnt require console messages.
Would you mind if I packaged this with XE8.1?
Posted: 19 May 2006, 14:45
by colorblind
submarine wrote:lol i would refuse to play with someone spamming me with messages
It doesn't spam; it uses an interval of at least 320 frames between messages, and it reports groups of enemy units at once: e.g. "10 enemy units have entered radars/LOS".
AF wrote:I'll take a look at the source and see if I can bring up a solution that doesnt require console messages.
Would you mind if I packaged this with XE8.1?
You can perhaps draw lines on the map, but I don't think that would attract enough attention of the player. And sure, go ahead and include it (with name and reference) in XE8.1, but be a good sport and compile it first for me :P.
Posted: 19 May 2006, 14:51
by AF
I'm thinking more fo a message that flashed by the users cursor, with a faint line in the direction of the event/s...
Posted: 19 May 2006, 18:02
by Soulless1
how about if it automatically pinged the units like human allies would do?
You've got your groupai's to draw before havent you AF?
Posted: 19 May 2006, 20:21
by AF
pinged? huh? You mean draw a marker?
And yah, my groupAI's can draw photo realistic animation, albeit I havent worked on speeding ti up from a laggy crawl just yet.....
Posted: 19 May 2006, 21:26
by colorblind
AF, stop stealing my topics.
Is nobody so kind to compile this groupAI with MSVC for me?
Posted: 19 May 2006, 21:30
by AF
I'll ahve ti for you tomorrow
Posted: 19 May 2006, 21:33
by colorblind
Great, thanks a million. Can you do an unmodified version (i.e. my original) and one you've adapted?
Posted: 19 May 2006, 21:33
by jcnossen
I can put it in the spring repository if you want? It seems like a nice non-intrusive AI dll...
Posted: 19 May 2006, 21:45
by submarine
ok but please make sure that only the player using the ai gets those messages. it might be annoying for the other players who dont use that ai...
Posted: 19 May 2006, 22:01
by jcnossen
It doesn't actually do that I think, there is no networking code and SendTextMsg doesn't send chat messages to other players.
Posted: 19 May 2006, 22:33
by colorblind
jcnossen wrote:I can put it in the spring repository if you want? It seems like a nice non-intrusive AI dll...
Sure, go ahead! It's nice to know that my efforts haven't been in vain :). And in case you're right about SendTextMsg, you can remove the team number in the first part of the text message.
Posted: 24 May 2006, 18:49
by Forboding Angel
Can someone please compile this so that we can use it?
I play at 1600x1200 which means the dots on the minimap are incredibly hard to see. Not to mention when 1 dot blends in with the map.
I really need this groupAI
Posted: 25 May 2006, 11:03
by colorblind
It's in SVN, so it will probably be in the next release too. IF you can't wait that long you'll have to poke AF for a compiled version (as he promised me some days ago ...)
Radar AI update
Posted: 04 Jun 2006, 17:54
by colorblind
I thought it was time to pimp up my Radar AI, and so I did. The patch is here:
http://teake.home.fmf.nl/temp/RadarAI_update.patch
This does the following:
- You can now press F3 which will take you to the location of the enemy unit that has tresspassed your LOS / radar.
- It also adds a notification on the minimap.
- I had to change the AI interface a bit to allow for the above functionality. I added the functions SetLastMsgPos and AddNotification, I hope jcnossen doesn't mind ...
Enjoy :)
Posted: 04 Jun 2006, 18:00
by AF
yay that's very useful thx colorblind for those additions!
Now if onyl there was an explosion and weaponfired event
Posted: 10 Jul 2006, 14:26
by Cronyx
So is there a .dll we can download at some point?

Posted: 10 Jul 2006, 15:46
by Rafal99
It was added to the Spring installer. You should have it in your .../aidll folder.