[ian-reeds-games] Re: AI control

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Wed, 28 Aug 2013 11:22:27 -0400

Zack!
Your freakin brilliant! Lol.
Thanks so much for that.
al 



-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Zak Claassen
Sent: Wednesday, August 28, 2013 10:41 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: AI control

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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