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AI Commander

Posted: Sat Aug 03, 2013 4:16 am
by k00kev2
Whatever happened to the option of -in Instant Action- being a pilot/being commanded by an AI?
That was back when Constructors would build Assault Tanks...
I assume there were script conflicts, and it was removed, but I'm curious nonetheless.

Re: AI Commander

Posted: Sat Aug 03, 2013 5:18 am
by General BlackDragon
It can be fixed with 2 lines of code in the Instant Action DLL:

Here, unzip This onto your BZ2 folder.

Note: Only works on 1.3 PB6+.

DLL by me, Buttons added by GreenGuy, with guidance from me.


As to why it was broken, Grouping changed in 1.3, so you needed to add SetBestGroup() to the thug code. Also, wingman class was no longer grabbed by CLASS_CRAFT setting, for some reason. Added CLASS_WINGMAN to the list of classes to switch to the player's team.

In the DLL source InstantMission.cpp, line 478, ish.

Re: AI Commander

Posted: Sat Aug 03, 2013 5:31 am
by k00kev2
Hmm. I thank you. I will try this out right now.

Edit:
Just ran one game. Iceberg, ISDF, pilot. I'm using version 1.3.6.4k
My Recycler just sat there and did nothing. I don't know
if you've tested it or not, but it's not working for me.

Does the Recycler variant have something to do with it?

Re: AI Commander

Posted: Sat Aug 03, 2013 6:47 am
by Red Devil
i activated the pilot mode in G66 a few months ago, but haven't posted it yet. interesting to just sit back and watch things unfold, plus it's good for balancing AIP's.

Re: AI Commander

Posted: Sat Aug 03, 2013 6:48 am
by General BlackDragon
The Thug AIP's could PROBABLY use a complete re-write...

Re: AI Commander

Posted: Sat Aug 03, 2013 10:09 am
by MrTwosheds
Lol, I used to like that Pilot mode, a long time ago. Its like low responsibility mode...A new aip and an angry AI Commander would be cool :) One that just builds you empty scouts if you lose too many tanks :lol:

Re: AI Commander

Posted: Sat Aug 03, 2013 5:03 pm
by Red Devil
:D

i updated the AIP's, too

Image