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Quick Lists Top RatedArticles Texturing the Gola… How to Make an EA… Adding your own Cr… Adding Morthond Bo… Retain textures wh… Horde Mount/Dismou… In-depth AI Coding Creating a Dwarven… Adding new videos… Rohirrim Archer Tu… Mods The Rhovanion Alli… RJ - RotWK The Elven Alliance Special Extended E… The Wars of Arda Kings of the West… Helm's Deep Last H… The 4th Age Battles of Gondor,… Wars of the East Downloads Southern Fiefdoms… Fall of the Iron C… Free Models/Skins… Nertea's Dwarf Ski… Converted BFME Maps CAH - Dwarven Sage DDS Converter GIMP: GNU Image Ma… FX Particle System… INI packages for -… |
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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 addition: Custom AI-module for difficult special powers (example Faramir) on page 7 Index: A. Starting Simple This contains 2 straightforward AI modules to put in your objects. A1. 'AISpecialPowerUpdate' (page 2) A2. 'AutoAbilityBehavior' (page 3) B. Advanced AI modding. 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 4) B2. Straightforward uses of the AI-Upgrade (page 5) B3. Complicating the issue (page 6) B4. Practical Use of 'AutoAbilityBehavior' for the AI controlled unit (page 7) C. Special Cases. This section contains a step by step explanation (as far as possible) on some very common issues. C1. Spell Purchase Scripts(not done yet) C2. New Structures (not done yet) C3. General SkirmishAI settings (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. ------------------------------------------------------------------------------------------------------------------------------ Credits
CommentsDisplay order: Newest first Sûlherokhh (Team Chamber Member) - Thursday November 29, 2007 - 18:26 I sure will... Rob38 (Administrator) - Thursday November 29, 2007 - 12:00 This is by far one of my favorite tutorials on T3A! Please continue to add more :) Sûlherokhh (Team Chamber Member) - Thursday October 4, 2007 - 1:07 I am glad you can put it to use, Rob! Your feedback means a lot to me. :D Rob38 (Administrator) - Thursday October 4, 2007 - 0:27 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. Sûlherokhh (Team Chamber Member) - Wednesday October 3, 2007 - 21:18 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 - 18:48 Nice findings and interesting ways to use them. Thanks for sharing the knowledge! 2playgames (Administrator) - Wednesday October 3, 2007 - 14:41 Couldn't you split it into a few more pages? ;) Sûlherokhh (Team Chamber Member) - Wednesday October 3, 2007 - 12:23 I was being brief, you know? Guess Who - Wednesday October 3, 2007 - 12:13 Does it have to be so long? :P Sûlherokhh (Team Chamber Member) - Wednesday October 3, 2007 - 8:54 I guess i'll need to make a pdf or word file out of this. The format just sucks and is really hard to read. |
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