AI issues
Feb 15 2009, 6:48 am
By: alexpnd  

Feb 15 2009, 6:48 am alexpnd Post #1



Hey guys, I'm working on the map Battle Tanks. There is an inherent flaw when the tanks are not within range and I solve this through a timer, when 45 seconds have passed I issue first a "Send all units on strategic suicide missions" then after a few seconds "Send all units on random suicide missions" and I loop this. The first time it fires no problem, after that its anybody's guess.

Any other solutions to make them attack eachother other than these?



None.

Feb 15 2009, 7:14 am Toothfariy Post #2



offer incentive to players to not sit around and camp or what have u

or u could have a computer in some other vechile run around and it has very high dmg and armor and it would go around tryin to kill the tanks, and obviously they would want to move them lol



None.

Feb 15 2009, 7:46 am alexpnd Post #3



Yeah I have to make more effort to minimize the stage sizes. Because if theyre too big the players will obviously develop their own zones at distances. I like the rabid killer idea lol. I also have another timer after that 45 seconds that ties the game, and adds whatever remaining tanks they had to the roster for a rematch but that takes away too much from the flow imo. Highground incentive is an idea, and place the highground more towards the center, usually mirrored i guess for both teams to have a chance, or maybe not, i tend to be too leniant. I'll keep brainstorming, thanks fairy.



None.

Feb 15 2009, 1:49 pm ForTheSwarm Post #4



Use Patrol/Attack To orders?



None.

Feb 15 2009, 5:15 pm alexpnd Post #5



I've tried. I might try again. The first time I tried I just do global Anywhere to Anywhere, but this time if I have to, I'll cut the stage in half, 2 locations and, send the commands for both sides.



None.

Feb 15 2009, 9:47 pm Toothfariy Post #6



i might experiment with value this area higher

and use it on all players and value the same area higher and see what happens lol



None.

Feb 15 2009, 10:02 pm alexpnd Post #7



cool let me know what happens.



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[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
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[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
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NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
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NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
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Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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