Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 11:12 pm
All times are UTC + 0
AI Pathfinding
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Thu Dec 03, 2015 8:31 pm    Post subject:  AI Pathfinding
Subject description: Non-Ares Thread
Reply with quote  Mark this post and the followings unread

Hey,

I know a lot about the AI flags and what you can manipulate like stray, or gathering distance or quitting ai scripts that couldnt be dissolved  in rulesmd.ini and aimd.ini and I couldn't in one years work get a solution for all(!) map instances (even using Ares). Infact each map with a lot of water is highly in danger of being unplayable with the AI.

*If the script says regroup at friendly base  and right in front of the base is a lake it can result in the AI get stuck.

*Bridges are likely to get clustered.

*Ai can be stuck if map resolves around a huge lake, where there is an island in the middle  and the AI is stuck because it thinks that the island is the gathering point before attacking.

Worst thing is the resulting lag - there must be a ways to get around this: what is your experiece with conquering this issues?

Thanks!

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 04, 2015 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can try lowering AISafeDistance= to make the AI gather closer to the target.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 06, 2015 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Bridges aren't so congested as single cell path. Could avoid large team size, can also use AvoidThreats in
some of the less powerful teams.

Regrouping/gathering can be removed from scripts, though it is useful in iron curtain etc.

Maps should be well tested with AI to fix such issues. Terrain could be adjusted around water. Maps could
override rules params or change the scripts.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [3 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1312s ][ Queries: 11 (0.0068s) ][ Debug on ]