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Register and log in to move these advertisements down In-depth AI Coding
In-depth AI-Coding This tutorial will show you different ways in making the AI use Special Powers, take specific actions or limit/randomize it's options. It is suited mostly for the advanced coder, though some of it's elements are easy to implement for beginners too. While i will try to keep it organized, i will necessarily jump back and forth between several different aspects of coding. I might try and add several sections about BaseBuilding, SpellPurchase etc. later-on. Newest additions:
INDEX: 00. Introduction - In which the reader will encounter something funny and sad about a misguided attempt to do something awesome but stopped halfway in it's tracks. (page 2) A. Starting Simple (Object AI) This contains 2 straightforward AI modules to put in your objects. A1. 'AISpecialPowerUpdate' (page 3) A2. 'AutoAbilityBehavior' (page 4) B. Advanced AI Modding (Object AI). This section contains a lot of specialized modules, as well as a custom approach on implementing it for the AI (and NOT for the player). Knowledge of LUA-scripting, ModelConditions, the works of Upgrades and a general feel for all Object-code is a prerequisite. B1. The Basic Setup(page 5) B2. Straightforward uses of the AI-Upgrade (page 6) B3. Complicating the issue (page 7) B4. Practical Use of 'AutoAbilityBehavior' for the AI controlled unit (page 8) C. HAL 9000: Powerful AI In Need Of Brainsurgery. (progress: about a third written, unformattet) This section contains a step by step explanation (or rather an estimate) on how the over-improved SkirmishAI_2 is set up and presumably works. It will provide the tools to customize a specific faction's AI to suit your needs. C1. General SkirmishAI Setup (page 9) C2. General SkirmishAI_1 and _2 Settings: 'aidata.ini' (page 10) C3. General SkirmishAI_2 Settings: 'skirmishaidata.ini' (not done yet) D. The Faction Base and Fortress (not done yet) E. Spell Purchase Scripts(not done yet) F. Custom AI Scripts(not done yet) Comments and Suggestions are appreciated. Please go and try out these goodies. Should help in tuning up any mod. *grin* Edit: Did some reformatting. Hopefully it looks readable now. Also reformatted and split up from 2 to 7 pages. Edit(Jan.28th.2009): Small edit. Also starting work on section C. ... Edit(Feb.14th.2009): Completed sections C1 and C2. Expanded to 10 pages. Some reformatting. ------------------------------------------------------------------------------------------------------------------------------ CommentsDisplay order: Newest first | Page: 1, 2 Prolong - Thursday July 29, 2010 - 9:21 Very nice guide, even though it never got finished there is still a ton of great information here. Elrond99 - Sunday February 15, 2009 - 7:52 Thanks for updating the Tutorial Sulherokhh (Team Chamber Member) - Saturday February 14, 2009 - 21:19 After 'D. The Faction Base and Fortress', i guess. jakonic - Saturday February 14, 2009 - 12:05 when will be finished Spell Purchase Scripts???please answer Sulherokhh (Team Chamber Member) - Thursday November 29, 2007 - 17:26 I sure will... Rob38 (Team Chamber Member) - Thursday November 29, 2007 - 11:00 This is by far one of my favorite tutorials on T3A! Please continue to add more :) Sulherokhh (Team Chamber Member) - Wednesday October 3, 2007 - 23:07 I am glad you can put it to use, Rob! Your feedback means a lot to me. :D Rob38 (Team Chamber Member) - Wednesday October 3, 2007 - 22:27 Amazing! I also found a way to recognize if a player is controlled by the AI, but this looks to be a much easier method to use. Thank you for all your wonderful knowledge as there is some really cool stuff in here. Sulherokhh (Team Chamber Member) - Wednesday October 3, 2007 - 19:18 I'll split it up. Let's see what would be a good way. - Edit: Done. I hope you like it. Crashdoc - Wednesday October 3, 2007 - 16:48 Nice findings and interesting ways to use them. Thanks for sharing the knowledge! |
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