Test games for AIs
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themac
- Trained

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- Joined: 17 Jul 2009, 19:14
- Location: Germany
Test games for AIs
It would be great to be able to set all players to an AI in the skirmish match. In the latest beta I am forced to choose one human player in the skirmish match. Please keep in mind that in the Mac version I can not add strange switches to an ".exe", so I often have problems to turn on special features like switching the mission timer off in the campaign mode or something else...
Last edited by Staff on 17 Jun 2012, 02:57, edited 1 time in total.
Reason: Don't necro a 2 year old post!
Reason: Don't necro a 2 year old post!
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NoQ
- Special

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Re: Test games for AIs
Lolwhat? Mac is UNIX. It is full of switches.in the Mac version I can not add strange switches to an ".exe"
You don't need any switches for that though.so I often have problems to turn on special features like switching the mission timer off in the campaign mode or something else...
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
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themac
- Trained

- Posts: 415
- Joined: 17 Jul 2009, 19:14
- Location: Germany
Re: Test games for AIs
All I told is that in MacOS you can open the file info dialog, but you can not add a swtich in the way you may do in Windows by adding something to the file name and path 
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aubergine
- Professional

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Re: Test games for AIs
@themac: you can add switches to mac, see WZ 2.0.5 section on this page for an example of adding switches: https://warzone.atlassian.net/wiki/disp ... Cheat+Mode Also, you shouldn't need to use switches to get in to debug/cheat mode on a mac - just do Shift + Backspace whilst playing game. Full details here: https://warzone.atlassian.net/wiki/disp ... heat+Codes
@NoQ another way to get your AI to take over your game, eg. if you want nullbot vs. nullbot, is to make rules.js include your AI script (at the bottom of rules.js so all the game setup happens first and tweak the eventGameInit() and eventStartLevel() as rules.js will be using them too -- or use Util.js's Object.uTardis to allow multiple event handlers for those events: https://warzone.atlassian.net/wiki/page ... Id=2031630 ). The rules.js is basically an AI for the human player slot, more info: https://warzone.atlassian.net/wiki/disp ... er+Scripts
@NoQ another way to get your AI to take over your game, eg. if you want nullbot vs. nullbot, is to make rules.js include your AI script (at the bottom of rules.js so all the game setup happens first and tweak the eventGameInit() and eventStartLevel() as rules.js will be using them too -- or use Util.js's Object.uTardis to allow multiple event handlers for those events: https://warzone.atlassian.net/wiki/page ... Id=2031630 ). The rules.js is basically an AI for the human player slot, more info: https://warzone.atlassian.net/wiki/disp ... er+Scripts
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