[ian-reeds-games] Re: AI control

  • From: Zak Claassen <zak.claassen@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Wed, 28 Aug 2013 16:41:29 +0200

Alan, if you only add the "can_toggle_ai" line to a unit it won't
start out ai-controlled but you could still toggle the ai in game. You
could add that in the default units and structures files, and only add
"ai_controlled" to units/structures that need to be under ai control
by default.  Now I'm also curious about whether you can set a boolian
flag to false in a unit to override the default.

On 8/28/13, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote:
> I was thinking that perhaps you could put in a command, such as ctrl
> shift-A, into the map editor, that could toggle the AI status on units. It
> could toggle from “this unit starts out AI cotrolled” to “this unit starts
> out without AI control”, and this way you wouldn’t have to go into the map
> pack by hand and find the line containing the unit you want to keep
> unfettered and disable it. Come to think of that, you can’t really disable a
> boolean flag if it’s set In the default unit flags file. Maybe you can add
> =false to the flag to turn it off? I’ve never really tried.
> In other things, we need a step_effects flag for terrains and effects. I’m
> making my capture the flag map and I put in a feature called the tripwire
> which, if stepped upon, immediately stops the unit on it from moving. I made
> it a tile effect and gave it the no_movement flag so there is no way to get
> the unit off the tile once it’s stepped on to it, as wel as no way to reuse
> it because the tripped unit iss just stuck there. This does present some
> problems though. The AI, for one, tries to move past the tripwire and it
> says there’s a bug in the AI if a unit steps on it and still has movement
> points left, because the effect stops the unit from moving. I also can’t use
> the announce flag to say that the unit triggered the tripwire, so unles you
> are looking out for them, you’ll never know your unit was hobbled. I also
> plan to make a spike terrain that deals damage and also causes bleeding, but
> without the step_effects flag I can’t really make the bleding work.
> Also, I asked for this a while back, but I’d love an ai_empty_tile_curse
> option. Currently, the AI doesn’t know weree to place traps. It would be
> nice to just tell the AI to choose a random square in range and place it
> there. It’s better than nothing, at any rate. The AI_summon flag does a
> similar thing, but since the trap placement only changes the terrain or adds
> effects to it, the AI uses  it on the same square over and over again.
> Sadly, the lac of these flags has slowed me down a bit for some unexplained
> reason. I focus on them even when I realize there’s nothing to be done about
> them, and it stops me from working as effectively on the other stuff that I
> can' actually control.
> Also, converting all 60 or whatever units of tomb robber into the new unit
> format is going to kill me. Maybe you could keep parser versions below 10
> for simple maps that still use the old syntax and keep parser vversion 10
> optional for the new/more advanced stuff? Besides scripting flags,map
> creators who used the older stuff would be conceding their use of the newest
> features you would be putting in, but, usually I don’t really overhaul my
> maps to take advantage of the latest features, so that’s not really a
> problem with me And we’d all use the new syntax for any new stuff we create
> so it can take advantage of those features. I say this on behalf of creators
> like Allan Thompson, whose warlords pack has over 170 unitss and structures
> to convert to the new system. And I haven’t found a global find and replacer
> so I’ll be doing tomb robber by hand for sure when I’m warned of the eminent
> disappearance of parser version 2, unless some other development comes up.

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