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Custom AI data dialog?

Posted: Fri Aug 06, 2010 1:44 pm
by pomakli
A little more info about this part of the editor please!

:wink:

Posted: Fri Aug 06, 2010 3:28 pm
by pipfromslitherine
It allows you to allocate AI units into teams, and set up the team aggression flags (detailed below as per a beta post) and also tell them whether they have an initial AI point they should head for.

Note, you can combine the flags (e.g. 2 and 4 together would be 6), although some combos obviously won't make sense...

2 - keep the team grouped together when moving
4 - attempt to avoid the enemy when moving
8 - ignore the enemy when moving (don't engage them)
16 - seek and destroy
32 - use the threat map when moving around (basically use longer routes to reduce attacks)
64 - stay dug in

Cheers

Pip

beta post!

Posted: Fri Aug 06, 2010 3:32 pm
by pomakli
pipfromslitherine wrote:(detailed below as per a beta post)
Thanks for the answer!

But this part isn't clear!

Did I miss something?

:?

Posted: Fri Aug 06, 2010 4:02 pm
by pipfromslitherine
Don't worry about it - I was going to copy an Ob post, but couldn't find it! So I just wrote it out again :)

Cheers

Pip

Posted: Mon Aug 09, 2010 12:12 am
by Rosseau
When there's time, an explanation of each feature of the Custom AI menu would be great.

Most of it is self-explanatory. However, not sure about the "target" number you can set. Is that the same as the AI point (to head for) shown on the map?

I did figure out you use SHIFT to cycle the unit's team # on the map. Very cool.

Posted: Mon Aug 09, 2010 1:18 am
by pipfromslitherine
Correct, Target (which is just the AI data element one when being used in the scripts) is a location you can tell the AI to head to.

So you can set up basic AI orders (go here and with which flags) without resorting to scripting.

Cheers

Pip

Posted: Mon Aug 09, 2010 4:38 am
by Rosseau
This just keeps getting better...

So I can have a unit avoid contact to the first obj I set, and then seek and destroy on the second, and be defensive on the third...?

Just one more question:

What's the difference between the number you can choose on the last line (I'm assuming it's the obj to head for under the current settings) and the "cycle AI obj" button below that?

Posted: Mon Aug 09, 2010 3:07 pm
by pipfromslitherine
It's a little more complex than that - and actually all driven by whatever the AI scripting does. The target is actually just one of a set of general AI data values that can be set.

But basically in the editor you can set up an initial target, if you want to be more clever, you'll need to script it out (so you can check for them reaching the target, then switch their aggression, etc).

The last value is just another generic AI value which you can set up in the editor and then use as you wish in a script.

Cheers

Pip

Posted: Mon Aug 09, 2010 6:40 pm
by Rosseau
Thanks for the reply, Pip. I will experiment and refer to future posts.

Also, thank you for making everything so accessible. For some of us, that is half the fun.