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PostPosted: Tue Aug 11, 2009 1:11 am 
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@Gwren: You can't. Im not going to bother to make a large post as you will ignore it.

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PostPosted: Tue Aug 11, 2009 5:24 pm 
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I won't... And you have decided, so this discussion is relatively dead.
So how will a computer-controlled unit hide in the middle of a meadow? (OW GIVES camouflage cover for crawling where there is tall grass)... :roll: :cry:

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PostPosted: Wed Aug 12, 2009 1:32 am 
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Making an AI that can play like a human is out side the scope of anyone here. Large development studios like EALA (Which have alot of people working on one game, all industry experts) don't program in complex routines into there AI's because it would take them time and it would introduce alot more bugs into it. You don't need to care about things like units hiding when you can't even make an AI that does the very basics an AI needs to be able to do.

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PostPosted: Wed Aug 12, 2009 11:07 am 
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Ok, so the first thing that needs to be done is create a basic AI wich builds a base, scouts, builds vehicles and attacks.

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PostPosted: Wed Aug 12, 2009 2:26 pm 
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But first we have to filter all the units of the computer's side and squad them up... Use FORs to give them tasks separately in each list (For "soldierinlist" to FilterX and then use FilterX[Soldierinlist], etc.) and make a list of buildings and give them Addcombuild orders so that if one has been already sent to build something, the other has some objectives and isn't idle... ETC!
Yeah, I have to start from scratch again, argh. :P But its funny to do.

And if THAT isn't enough simple, then tell me what I'm doing badly, Stu. :idea:

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PostPosted: Wed Aug 12, 2009 8:59 pm 
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Learning Altar's Mc stuff would be simpler as it does alot of the work for you.

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