[ian-reeds-games] Re: AI wait until enemy in sight not working?

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Tue, 30 Sep 2014 16:10:11 -0400

I keep forgetting about being able to change unit and structure flag points on 
the map. Does that work with just regular flags for instance flying or 
equipment like items?

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx 
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett 
(Redacted sender "craigbrett17@xxxxxxx" for DMARC)
Sent: Tuesday, September 30, 2014 3:28 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: AI wait until enemy in sight not working?

Well, you were kind of right. It was a symptom of something else.

The level in question, chapter 5 part 1 of Star Wars, is a sneaking kind of 
mission. I noticed, though, that in spite of me doing what I thought would 
prevent it, the elevator pods were belching out a constant stream of 
stormtroopers, who of course didn't have ai_wait_until_enemy_in_sight on them. 
So I then had to work out why the elevator pods were doing that.

Turns out to be me not keeping my map packs up to date with changes to the code 
base. If you'll all remember, the game no longer prevents you from using a 
skill if the skill requires some of a point that you don't have. Its only if 
you have it but not enough. This is where I was getting myself. I had a 
production_point cost to deploying stormtroopers and the elevator pods on 
chapter 4 manually have their production_point_max set on the map, which before 
meant that they would deploy stormtroopers whilst the ones on chapter 5 didn't 
even have that point, so couldn't. Now, though, it just meant that the chapter 
5 ones didn't have to worry about the production_point cost of deploying 
stormtroopers, just the action cost.

It was an easy fix. I just put this on the elevator pod structure.

production_points_max=0

I hope this helps anyone else who winds up in this situation. Play testing for 
the win!

Craig

On 29/09/2014 23:37, Allan Thompson wrote:
> Hi Craig,
> The ratman in kobold dungeon has that particular flag.
>
> I tested it out. The ratman did not move till my character came within 
> sight range so it seems to work for me.
>
> The only thing I would suggest is figuring out if maybe sight ranges 
> got mixed up somehow? Maybe it is sight range that isn't working right 
> as compared to the  other flag.
>
> al
>
> -----Original Message-----
> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett 
> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
> Sent: Monday, September 29, 2014 5:54 PM
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] AI wait until enemy in sight not working?
>
> Hi all,
>
> Just wanted confirmation of a possible bug I've stumbled across.
>
> AI wait until enemy in sight isn't working for me, or doesn't appear to be.
>
> Can anyone else replicate this? Also, who else's map packs use this? 
> It could just be a problem with my Star Wars one, hopefully, as 
> opposed to a full-on bug.
>
> Cheers,
> Craig
>
>
>




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