CPU AI charges?
Dec 26 2009, 1:00 am
By: payne  

Dec 26 2009, 1:00 am payne Post #1

:payne:

In my impossible map - and this happens only for the first level - the computer charges the players whenever they move their spell units. I know this happens only when you just started the 1st level, but I wonder how to disable it, there must be some kind of AI that prevents this from happening ?!

Post has been edited 1 time(s), last time on Jan 4 2010, 4:49 am by payne.



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Dec 26 2009, 3:14 am Warlord_Master Post #2



can you be more specific? if i understood correctly u can set a switch for the start when they get charged for moving the spell unit and then clear the switch after the level is complete>?<



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Dec 26 2009, 7:57 am DavidJCobb Post #3



So what's happening is, every time the player moves a spell unit, the computer sends an attack force?

Are you using any AI already? If so, which? What race is the computer set to, and what units does it have? What spell units are being used? Etc., etc..



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Dec 26 2009, 5:13 pm payne Post #4

:payne:

Initially, all the CPU's units are owned by Neutral player. When the host select a level, these units are given to Player 7 (and player 8 if they are heroes).
Once that level is chosen and the players have their respective set of units, whenever one of them would move a spell units within, let's say, the first minute of game play (since the game has started... which is why it only does it for the very first level the host has chosen).
I do not run any AI (except some Vision AI for some levels, but it doesn't change anything).
And yes, within that first minute, only and only if the players move spell units toward the enemy forces, they charge the players with all the units within a certain distance (which goes pretty far).



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Dec 26 2009, 5:37 pm Falkoner Post #5



You're quite certain they don't just order all units to attack when you pass a certain point?



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Dec 28 2009, 4:00 pm payne Post #6

:payne:

Possibly, but it only happens when we pass that point at the very start of a new game... :O



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Dec 28 2009, 5:34 pm Marine Post #7



Set the CPU to ally the players until the players are close enough to do damage, see what happens. Also, try moving the start point back, since the CPU can possibly 'see' the players and attack. Since there is no AI, the CPU attacks whatever is near it that is registered 'Enemy'.



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Jan 4 2010, 7:52 am poison_us Post #8

Back* from the grave

Check to make sure you aren't accidentally ordering the CPU to attack/patrol/AI suicide. It kinda sounds like your triggers are WHOOPSIED.




Jan 4 2010, 7:07 pm payne Post #9

:payne:

Quote from poison_us
Check to make sure you aren't accidentally ordering the CPU to attack/patrol/AI suicide. It kinda sounds like your triggers are WHOOPSIED.
I ensure you they aren't. This event happens in any impossible map and none ever runs any AI.
I am wondering which AI or trigger could counter this event.



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Jan 4 2010, 8:30 pm CecilSunkure Post #10



Quote from payne
Quote from poison_us
Check to make sure you aren't accidentally ordering the CPU to attack/patrol/AI suicide. It kinda sounds like your triggers are WHOOPSIED.
I ensure you they aren't. This event happens in any impossible map and none ever runs any AI.
I am wondering which AI or trigger could counter this event.
You could possibly run the Ai script of "value this area highly" on a position inside the level occupied by the computer player. Maybe that would deter such all-in charges.



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Jan 5 2010, 1:26 am payne Post #11

:payne:

But wouldn't that lure enemies toward this point when the players reach it? Or can we disable this AI after a while?



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Jan 5 2010, 2:58 am CecilSunkure Post #12



Quote from payne
But wouldn't that lure enemies toward this point when the players reach it? Or can we disable this AI after a while?
Well you would run it at a point other than the point the enemies rush towards, maybe that will make the enemies charge with less force than before.



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Jan 6 2010, 6:43 pm Ling666 Post #13



Have a location around one of the units that keeps charging, and when that unit moves try moving all of the enemy units on that level to a location on space/water/unwalkable terrain. It'll stop them from moving, and hopefully they won't try moving a second time. The players will see the computer units move a little bit, then stop.



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Jan 7 2010, 3:33 am payne Post #14

:payne:

That'd use way too much locations :S



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Jan 7 2010, 9:33 pm Ling666 Post #15



You misunderstand. You just have one location around ONE of the units to find out if they are moving. Because when one moves, they all do, right?
Then, when it does move, you try moving ALL of the units for the entire level (using just one large location) to a non-walkable tile.
I think it'll work ^^
EDIT: Nevermind, doesn't work :(
The spellcasters are going to keep trying to rush until they use up their mana. So you'd either have to have them pause from their rushing, until a certain point or do something else.
EDIT2: Aha! Set their energy to 0, give them to another player (I used a neutral player), then set their energy to 100% and give them back. Gg, no re.

Post has been edited 2 time(s), last time on Jan 7 2010, 10:12 pm by Ling666.



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Jan 12 2010, 1:02 am payne Post #16

:payne:

Quote from Ling666
You misunderstand. You just have one location around ONE of the units to find out if they are moving. Because when one moves, they all do, right?
Then, when it does move, you try moving ALL of the units for the entire level (using just one large location) to a non-walkable tile.
I think it'll work ^^
EDIT: Nevermind, doesn't work :(
The spellcasters are going to keep trying to rush until they use up their mana. So you'd either have to have them pause from their rushing, until a certain point or do something else.
EDIT2: Aha! Set their energy to 0, give them to another player (I used a neutral player), then set their energy to 100% and give them back. Gg, no re.
Oh sorry, I replied to the PM before reading this. It seems like you found it. :O
May you send me the map with that fix? ^^



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