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Staredit Network -> UMS Assistance -> Custom AI
Report, edit, etc...Posted by AgenT_Nick on 2005-12-21 at 11:17:29
Ok I Was Thinking Of Making A Star Wars Battlefront Game But The Only THing That Has ME Stumped Is That I Need A Custom AI For The Enemy Goes To The Right Place At The Right Time. Could You Help Me Think Of A Custom AI Script?
Report, edit, etc...Posted by Corbo(MM) on 2005-12-21 at 11:28:58
QUOTE(Oo.Agent.oO @ Dec 21 2005, 10:17 AM)
Ok I Was Thinking Of Making A Star Wars Battlefront Game But The Only THing That Has ME Stumped Is That I Need A Custom AI For The Enemy Goes To The Right Place At The Right Time. Could You Help Me Think Of A Custom AI Script?
[right][snapback]385306[/snapback][/right]

custom aim?
Conditions: elapsed time, countdown timer is, always (plus a wait in the actions)
Actions: issue order (unit) to (move, patrol), move all units, remove units (plus create a new one)

tons of triggers you can use... what exactly did you mean with Custom AI Script -just in case i did not get what you wanted-
Report, edit, etc...Posted by AgenT_Nick on 2005-12-21 at 11:39:34
i mean like the comp heads to certine points of the map. like the comp creates units and they move to this certine point of the map. they will slowly move across the map. i was thinking like a counter.

like here is the map


CODE

               o                            o
team 2                      o                         team 1
               o                            o

i want it so that they hit the o's closer to the base before the middle and the end.
maybe a counter for like if you capture both of these they will move on to the middle and so on.
Report, edit, etc...Posted by Corbo(MM) on 2005-12-21 at 11:46:32
QUOTE(Oo.Agent.oO @ Dec 21 2005, 10:39 AM)
i mean like the comp heads to certine points of the map. like the comp creates units and they move to this certine point of the map. they will slowly move across the map. i was thinking like a counter.

like here is the map
CODE

               o                            o
team 2                      o                         team 1
               o                            o

i want it so that they hit the o's closer to the base before the middle and the end.
maybe a counter for like if you capture both of these they will move on to the middle and so on.
[right][snapback]385314[/snapback][/right]

then i guess you can stick with the actions and conditions i told you just do like
elapsed time(x), order to move to O(w/e number it is)
then
elapsed time(after first i guess), order to move to (another O)
and keep doing it until
elapsed time(last time), order to move to middle o

you can change the "elapsed time" to countdown timer
and hmmm if what you wanted them is to "expand" their towns when they arrive to the O(any O) you can detect them with "comp brings at least one anyunit to O" Run ai script (Xrace) area town
hope it works
Report, edit, etc...Posted by AgenT_Nick on 2005-12-21 at 11:50:08
what i was thinking was making like a mini.mini.map. where you get like a ling where the o is. this would make it like if you capture the first 2 you will have to lings then you would have all units go to the center o.
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