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[3.1] Ultimate Scavenger AI Mod

Posted: 23 Mar 2012, 11:18
by NoQ
This mod is supposed to make scavenger AI come up with some advanced behavior (capturing oil derricks, building bases and defenses).
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Scavenger factory produced Berg's crane (v0.02)

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Scavenger tractor, camper, three-turret truck, excavator, VTOL factory and helicopter (v1.03)

Re: Ultimate Scavenger Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 12:01
by aubergine
*SO* AWESOME!

Would love to see scavs setting up outposts near any log cabins on the map...

EDIT: Will we see the return of scav helicopters?

Re: Ultimate Scavenger Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 13:13
by NoQ
v0.02 update. Now they sometimes capture oils, build defensive structures around bases and oils and some power generators if necessary.
aubergine wrote:Would love to see scavs setting up outposts near any log cabins on the map...

EDIT: Will we see the return of scav helicopters?
... probably :oops:

Re: Ultimate Scavenger AI Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 13:40
by Berg
wz2100-20120323_223824-Calamity-T1.jpg

Re: Ultimate Scavenger AI Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 13:42
by NoQ
v0.03: Some more bugfixes in construction code.

Re: Ultimate Scavenger AI Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 13:48
by aubergine
It's a pity scav's can't "capture" log cabin features and have them produce scav soldiers or do research or something like that. Would require update to API, eg. feature to transfer units/buildings between players. A scav crane could move to the building, then issue command to transfer building to scavs after a short pause, then the scavs can start doing research or recruiting soldiers depending on the type of log cabin.

Re: Ultimate Scavenger AI Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 14:47
by NoQ
v0.04: now concentrates attacks, updated crane's texture, more clever tower/unit balance.

Re: Ultimate Scavenger AI Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 15:53
by aubergine
@NoQ - have you experienced anything unusual while implementing the script from a JS API perspective (eg. something that a normal AI scripter wouldn't have encountered before)? If so, could you post notes or PM me - I want to make sure my documentation wiki has good infos for working with scavs.

For example, do enumDroid() and enumStruct() work OK? There were some bugs with them not being able to list stuff if player >= maxPlayers in the early betas when I last tried using them to get lists of scav objects.

Some useful links for anyone else wanting to script stuff relating to scavengers:

* https://warzone.atlassian.net/wiki/disp ... ngerPlayer -- defines which player Scavs are on the map (links to lots of other useful stuff)

* https://warzone.atlassian.net/wiki/disp ... rs+to+Maps -- FlaME map editor guide

Re: Ultimate Scavenger AI Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 16:01
by aubergine
Also, could you get the mod in to a sourceforge project? It will be really useful to see the changes you make from one version to the next, along with your release notes. At some point I plan on writing a tutorial (or maybe just a video?) showing how to start a script and then evolve it in to something better, using your scripts as an example. Did you keep v0.1, 0.2 and 0.3?

Re: Ultimate Scavenger AI Mod (pre-alpha) (for 3.1)

Posted: 23 Mar 2012, 16:29
by NoQ
Emm no i didn't keep v0.1, v0.2 and v0.3 and i will put it on sourceforge as soon as i have time to stop rushing like hell and settle down (:

The only nice thing i found out about making scavenger AIs is that scavenger templates aren't linked together as much as cyborg templates are; that is, you can mix scavenger mgs, cannons and rockets as much as you wish. But note that some weapons are invisible (scavenger machineguns) and some bodies don't have connectors, so no weapons will appear on them, or something like that (this includes trikes, buggies and jeeps).

Also, scavenger people don't react on DORDER_ATTACK (and seems like they can't attack at all) (will have a closer look).

v0.05: use more varied templates, include Berg's new scavenger tractor body, use tractors as sensors as well.

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Posted: 23 Mar 2012, 17:31
by NoQ
v0.06: bugfixes in attack code, limit number of defender units.

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Posted: 23 Mar 2012, 17:54
by aubergine
So does DORDER_ATTACK work?

EDIT: Tractors and diggers FTW! This is what Farmville should have been! Ditch the vegetable patches and replace with mini-rocket bunkers!

EDIT #2: Why not just keep old versions as attachments in this topic?

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Posted: 23 Mar 2012, 18:09
by NoQ
aubergine wrote:So does DORDER_ATTACK work?
It does in general, but it's a bad choice anyway: units will ignore everything else and just go straight to the target, which is bad in this situation.
aubergine wrote:EDIT: Tractors and diggers FTW! This is what Farmville should have been! Ditch the vegetable patches and replace with mini-rocket bunkers!
Heh, but scavengers already put cannons on pre-collapse buses and firetrucks ... why not? (:
aubergine wrote:EDIT #2: Why not just keep old versions as attachments in this topic?
Is it really that necessary? Well, previous versions are so bad that they aren't even interesting ... may i consider v0.06 to be the first release? :oops: :roll:

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Posted: 23 Mar 2012, 18:12
by aubergine
I think the early versions are interesting from a learning perspective, because they will often be much more basic than the version at which the script is deemed to be "acceptable" and then continue to get more complex thereafter.

Re: Ultimate Scavenger AI Mod (beta) (for 3.1)

Posted: 23 Mar 2012, 18:24
by milo christiansen
All I can say is that I hope all this AI work is not a sign that NoQ is planing on leaving soon :P

After all it seems that every time someone makes a cool AI mod they disappear after a while and stop updating it :wink:

In any case good work! :)