[ian-reeds-games] Re: I gotta go see a man about a script...

  • From: Carlos Macintosh <sleepio1@xxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 4 Aug 2015 03:06:23 -0400

If you are looking for descripter ideas here are some:
subtypes of ai_attack:
ai_drain_life: used for skills that do damage to a target's point and restore that same point on the user.


subtypes of ai_tile_curse:
ai_empty_tile_curse: skills that affect empty tiles with detrimental affects. This is most useful if you are trying to block or booby trap exits.

subtypes of ai_buff:
ai_increase_range: The AI can try using this instead of moving to increase the range of his skills.
ai_damage_protection: used for damage protection spells, such as shielding
ai_damage_increase: skills that increase user damage, such as berserk.

subtypes of ai_move:
ai_jump: movement skills with a range of at least 2 tiles.

the point of having each skill under a subtype is that, were you to make a more intelligent AI, it would be able to have even more fine-grained control over the skills it used. For example, the first thing the AI unit might do is to put up all his protection spells, then put up any range increasing spells, then move into range if needed, and attack with the strongest attack skill. If the AI were severely injured, though, and one of his protection spells fell, he would ignore it and focus on selling his life dearly by doing as much damage as possible, unless he were able to heal up. Or he might use a jump skill to flee the scene. Of course, this is for the far future, and I believe that scripters should have greater control over the AI.
One scripting function that would be interesting is a GetUseableSkillsWithAIFlag function that would get all the skills with the given AI flag and ignore the others.

On 8/3/2015 1:50 PM, Craig Brett (Redacted sender craigbrett17@xxxxxxx for DMARC) wrote:

There is, sort of, but that's in the hard coded "simple AI" as it's named in the engine. I'm talking about the case where you'd want to override that skill order with your own skill preference.

I couldn't figure out how to do movement and such like, though. Even when I had the code that the engine used in front of me. Partly because I think I need to expose more to scripters, just not sure what, exactly.

On 03/08/2015 08:12, Monkey wrote:
The only skill hierarchy I can think of in dev 5...well, top down
haha. Starting at the first skill that'll actually damage the target
of course (which is good, you don't want the AI using skills that
won't do any damage).

On 8/2/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
That sounds both interesting ancomplicated., grin.
It kind of seems like there is already some kind of skill hierarchy with the
AI flags in play. Is that the same kind of thing?

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: Sunday, August 02, 2015 3:00 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Perhaps the direction we need to go with the AI is to open it up to
scripters even more. We've got a few functions in there, but I gave it a
try and it's not quite there yet. I was trying to go for a skill
preference order script, but I couldn't figure out how to do it.

On 01/08/2015 12:14, Allan Thompson wrote:
That is a very good question. I am trying to think of a scenario that
would benefit from equipping and unequipping things that would need a
descripter. I am not really sure. What do you think?

Yeah, I imagine trying to make ai smart is something that even big
companies have trouble with. I was reading about starcraft in one article
where some units were notoriously awful at things, for example travelling
routes that don’t take them into minefields, or trying to figure out how
to get around a building without the player having to micro manage it,lol.
This is by the same people who brought world of Warcraft to such
popularity. Considering Ian is just one guy working for free, he did a
pretty good job. With assistance from you guys, then I can see real
possibilities!

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Saturday, August 01, 2015 12:31 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Alright then, will add that to skills ... and I might as well add it
to useable items. What about equipment, do you need it for that too?

The AI's readiness can potentially be fixed though. (I say potentially
but I don't know, since I'm not a professional programmer.)


On 7/31/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Essentially that works, if I understand what you mean.
The descriptors are for things like cloak and shields...skills are needed
to
uncloak or detect the cloak field. Shields would benefit from the effect
side of things as they get hit past their threshold.

I am in the middle ground when it comes to the computer using items. I
think
it is good to have players only items, just because the ai is nit really
ready yet to handle some types of skills.
On the other hand, I could see ai being able to access items for
specific
things like healing potions.

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, July 31, 2015 4:15 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Only problem with giving that to skills is that you'll also need a
remove additional descriptor flag, because using the aditional
descriptor flag with skills would permanently apply the descriptor to
the target unit.

Items are great for that, at least for now...I really hope that
eventually the AI will be able to use items too though. It would add a
whole new level of complexity, I think.

The only reason I got it working because I had a lot of help hahaha.
Thanks also goes to Craig and KeyWasFull for this one.



On 7/31/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi Monkey,
Wow, thanks for working on that!
I hate to say it, but I think at least skills should also be able to
use
the
scriptitems would be nice too, if it isn’t a major headache. Items are
great
for keeping computer units from using certain abilities that the player
can
use.
Man, I am jazzed that you got that working!

al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, July 31, 2015 1:46 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Allan,
I've finished this script for effects...finally. Figuring out how to
remove it after it was added was a royal pain in the dupa. So thanks
to those who gave me advice on that.
Do you need it for skills or items too, or are effects alone fine?
Personally I think effects alone would be best because when they
fizzle or are removed the descriptor is removed alongside.

On 7/2/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Well, it is much appreciated regardless. Not just you but everyone who
has
put out scripts...TB just keeps getting better and better!
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Wednesday, July 01, 2015 11:07 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

No problem, and no, you don't hahaha.

Yeah, I know what you mean. Craig gave me some advice, so I'm trying
my
hand
at this...so far I haven't gotten it to work, but I'm not giving up
yet.
I think this could be quite useful for others as well.

On 7/1/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Thanks! I definetly owe you one.

Yeah, I have a hard time trying to explain things.
What I was going for was something that would reveal a units status
while employing certain skills.

For instance, there is a number of units in starcraft that have
things
like cloaking devices and use shields.
I was trying to use transform for all of that. The problem was that
transform tends to hiccup sometimes.
However the nice thing about transforming units when they turn on a
cloak or shield is at the transform unit would be called cloaked or
shielded.
This makes it really nice for a player. All they had to do was focus
on that unit and they new immediately what it's status was concerning
those special abilities.

With the add and remove skills flags, I can get a much Stabler use of
those powers, but at the expense of that simple and handy info. So
that's why I thought it would be nice to be able to put that kind of
status into a units name when he uses that particular skill or
effect.
If there was already a name for that unit, then I can easily see a
word placed in front of it giving some kind of status to a player
about that unit. Of course it could be a totally different and better
thing to do something else, but that's what my nonprogramming brain
came
up with,lol.
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Wednesday, July 01, 2015 6:20 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: I gotta go see a man about a script...

Alright, we're discussing doing this through script. Hopefully one of
us can have it out in the next dev or two.

On 7/1/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
You can use friendly_name=unit-name (don't use underscores there
though, because sappy reads them out). But I don't think that's what
you meant...

If you mean have the game only add it in certain cases though, I
think that's what you're saying...I'm not sure. Remember, I'm a
beginner when it comes to this stuff hahaha. I'll give Craig a poke
about it and see what he thinks.

On 7/1/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
I guess this is mostly for monkey.

Is there a way to add a word to a units name. I'm not talking about
the filename, but the actual name of the unit.
For example I would like to put in a word like cloaked, shielded,
infected and things of that nature.

Basically I just want to add and remove these adjectives when a
skill or effect takes place, or even gets removed.
Maybe the name equals flag can be modified somehow?

Thanks for any thoughts on the matter, Al

"The truth will make you free"
Jesus Christ of Nazareth 33AD





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