Search found 47 matches

by Heike Steyer
Mon Oct 13, 2014 10:11 pm
Forum: Technical Centre
Topic: Sand of Siberia
Replies: 56
Views: 35284

Re: Sand of Siberia

very nice animation Serp! can't wait to see more :D
by Heike Steyer
Wed Oct 08, 2014 7:20 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

Woop Woop!! That worked like a charm! :D Everything seems to be working perfectly now including the basenames as well. Finally the skirmish AI is completed! Thanks a million and I hope others can enjoy using it as well

Cheers :)
by Heike Steyer
Tue Oct 07, 2014 9:03 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

I'm sorry, I know this may seem a bit trivial to you but I am still getting runtime errors and I think it is for the behemoths. I even isolated the russians to only using a single strategy and on the first attack, it goes perfect but on the second attack I always get the errors and then the behemoth...
by Heike Steyer
Sun Oct 05, 2014 2:23 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

-I put {} around the sib_mechanic code, so that is fixed -I removed the last part of the defend area so that is now working -the ai_bases + 0 is also fixed and base 2 now attacks -base_in_area_map I now have under the group of initializing code however regarding the behemoths, I did out a knew path ...
by Heike Steyer
Sun Sep 28, 2014 12:07 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

I don't know exactly how to do what you are saying but I'll attach both my MAIN and AI modules so you can see better for yourself :)
by Heike Steyer
Sat Sep 27, 2014 12:42 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

Not sure what you mean. I just meant which is easier for planning attacks but nevermind :P In the preparation part you set "ai_attack_strategy" for the base to something appropriate given the current situation. In the attack control code you build up "attack_hexes" and "ini...
by Heike Steyer
Fri Sep 26, 2014 10:19 am
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

Ah ok I understand. For future maps would it be easier to have 2 attack paths using attack_hexs or to make a list of the dangerous vehicles and use ComAggressiveMove? Oh and where exactly do I define each strategy, is it just each set of Attack_hexs?
by Heike Steyer
Thu Sep 25, 2014 8:28 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

I just uncommented it. I noticed that this section, //All are ready to attack. //Set attack strategy. ai_attack_strategy = Replace(ai_attack_strategy,base,Rand(1,4)); was significantly longer in Ar15a so could it just be that I need to redefine each side's strategy? Thanks again.
by Heike Steyer
Thu Sep 25, 2014 3:09 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

I'm getting runtime errors when the enemy is going to attack but it doesn't specify where the error is? Is it an error in the strategy? Oh and for now i'm just using a copy of the ar15a attack so it should be working fine shouldn't it?
by Heike Steyer
Tue Sep 23, 2014 8:21 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

Ah yes..good old lag :P much better so it is
by Heike Steyer
Mon Sep 22, 2014 9:35 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

Ah yes I have noticed that. It is very annoying when attacking, vehicles and people would move a hex or two and then freeze and then move again but defending turrets still fire normally.. :P gives a great advantage to them
by Heike Steyer
Sun Sep 21, 2014 11:21 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

yeah it's amazing how much you can actually do with it :D because of the long compiling times?
Oh that was a little error, I fixed it now though :)
by Heike Steyer
Sun Sep 21, 2014 9:06 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

Sorry for the long wait, I have been busy messing around with the code and might I say it is excellent! It is a much better and more thought out AI than even Alter's code and it helps with so many projects. I still don't have it perfect yet but am getting there, still having little issues such as 'b...
by Heike Steyer
Mon Sep 15, 2014 3:01 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

Oh no I have no issue with uploading here, I have attached the map. What I did was I added the modules into the bottom of each appropriate places (Main into Main, Functions into a new one etc.) and just made rough bases with buildings in an area. I added in 3 bases, 1 of each nation to start. That's...
by Heike Steyer
Sun Sep 14, 2014 10:45 pm
Forum: Technical Centre
Topic: Multiplayer/Singleplayer AI
Replies: 39
Views: 22810

Re: Multiplayer/Singleplayer AI

I'm actually trying it on my map 'Showdown' that you helped me with before. At the moment I was trying to do it for multiplayer, but I was hoping in Singleplayer, to have a similar layout to Serpent's skirmish mod Fight with Bot with the options at the start of each map to choose nation, people etc....