Search found 224 matches

by ElvenMonk
19 Nov 2018, 21:35
Forum: Questions
Topic: Aim ticks beta 3
Replies: 1
Views: 27

Re: Aim ticks beta 3

First shotgun shoots after 4 ticks. Next make sure you are on the edge of middle range as one step for shotgun is 1.66 assault steps and 2 sniper steps.
by ElvenMonk
19 Nov 2018, 10:06
Forum: Feature Requests
Topic: Counters
Replies: 11
Views: 364

Re: Counters

Mind the bot weight problem. With a lot of memory and complex CPU installed, bots will require additional cooling. That leads to increased size of brain modules, that require additional protection. This makes bots heavy and slows them down. The technology behind bots already made a significant step ...
by ElvenMonk
19 Nov 2018, 09:34
Forum: Feature Requests
Topic: Time left/passed milliseconds
Replies: 2
Views: 17

Re: Time left/passed milliseconds

Imagine I want to find time duration between 2 events. When event 1 occurs, I'm adding "time left" to some counter. When "event 2" occurs, I'm subtracting "time left" from same counter. Currently obtained duration has precision of 1 second, so I have to use additional c...
by ElvenMonk
19 Nov 2018, 08:33
Forum: Feature Requests
Topic: Aiming filter
Replies: 0
Views: 16

Aiming filter

I know there is a trello ticket for this, but maybe some specific idea can help prioritize this feature. My proposal is about values for aiming filter: "Not aiming" "0-25%" "25-50%" "50-75%" "75-100%" "Firing" Values represent state of aimi...
by ElvenMonk
19 Nov 2018, 07:46
Forum: Feature Requests
Topic: Time left/passed milliseconds
Replies: 2
Views: 17

Time left/passed milliseconds

Please allow to specify milliseconds after the dot in time left/time passed conditions. There are situations, when exact tick is important.
by ElvenMonk
20 Oct 2018, 12:24
Forum: Strategies
Topic: Attack Priority
Replies: 2
Views: 243

Re: Attack Priority

4) enemy not attacked by an ally. To keep shields low
by ElvenMonk
19 Oct 2018, 23:51
Forum: Feature Requests
Topic: Jump to active module
Replies: 5
Views: 202

Re: Jump to active module

+1 would be nice. A huge time saver
by ElvenMonk
14 Oct 2018, 18:42
Forum: General Discussions
Topic: I challenge you all! Can you beat my SmartBot?
Replies: 47
Views: 4558

Re: I challenge you all! Can you beat my SmartBot?

New Challenge accepted.

Image

Beats Chapter 1 with 3 nodes with Assault-Machine Gun-Assault-Sniper

Useless in chapter 2 though.
by ElvenMonk
04 Oct 2018, 22:44
Forum: General Discussions
Topic: I challenge you all! Can you beat my SmartBot?
Replies: 47
Views: 4558

Re: I challenge you all! Can you beat my SmartBot?

dashfury wrote:**accidentally attached it more than once :?

You can still edit your post.

How exectly do you want us to challenge your AI?
by ElvenMonk
29 Sep 2018, 08:39
Forum: Feature Requests
Topic: Multiple targets selection
Replies: 0
Views: 109

Multiple targets selection

Taking that https://trello.com/c/roPHicAs/357-generic-entity-types for generic targets support got no description, let me put my 5 cents. What is node creation workflow now: 1. Select action (for action nodes) - game will filter out targets based on action. Selectors are out of scope for now 2. Sele...
by ElvenMonk
29 Sep 2018, 06:54
Forum: General Discussions
Topic: Node Reactivity Depth Discussion(+10ms per node)
Replies: 44
Views: 2074

Re: Node Reactivity Depth Discussion(+10ms per node)

First one would mess timers as well.
Not to mention that adjustments are now possible with 25ms increments only, but I hope both tickets are slowly moving out of scope for this project.
by ElvenMonk
29 Sep 2018, 06:43
Forum: Devlog
Topic: AI size limits
Replies: 71
Views: 4883

Re: AI size limits

Good catch GFX did in some another topic it's actually lines not nodes, that matter.

With one line you can connect only one node, even if you have more in AI.
And if you have multiple lines going to single node, it can make a huge difference.
.
by ElvenMonk
29 Sep 2018, 06:20
Forum: Feature Requests
Topic: "Else" line in condition nodes
Replies: 25
Views: 704

Re: "Else" line in condition nodes

Ok, lets go back to a topic. Here a my mockups on a thing. Editor, when both valid/not valid options selected: https://drive.google.com/uc?id=1NnofV968ReQxjO2XoULuZYVkd74U2jwu Node appearence when only single option selected: https://drive.google.com/uc?id=1hF0JlE-9WLlIxzTK9CuCVSPbGAPCwfe7 Node appe...
by ElvenMonk
29 Sep 2018, 03:28
Forum: Devlog
Topic: AI size limits
Replies: 71
Views: 4883

Re: AI size limits

That's not what I meant. I said you can safely put Gladiabots way above Wiki in your priority list. I have a lot to say about Wikipedia specifically, and I'd argue it deserves anything but judgement, but let's not start flame on this here
by ElvenMonk
29 Sep 2018, 03:19
Forum: Feature Requests
Topic: Treat separate subAI instances as separate subtress.
Replies: 6
Views: 364

Re: Treat separate subAI instances as separate subtress.

Circles are on the top of check list for this feature.
by ElvenMonk
28 Sep 2018, 03:40
Forum: Devlog
Topic: AI size limits
Replies: 71
Views: 4883

Re: AI size limits

Forget Wikipedia plenty of people already support it, give it all to gfx)
by ElvenMonk
27 Sep 2018, 18:45
Forum: Devlog
Topic: AI size limits
Replies: 71
Views: 4883

Re: AI size limits

Sending our best prays to you on this, GFX!
by ElvenMonk
27 Sep 2018, 18:36
Forum: Feature Requests
Topic: Condition operatora
Replies: 6
Views: 249

Re: Condition operatora

GFX47 wrote:UI mockup please.
Editor panel + node.

+1
by ElvenMonk
27 Sep 2018, 05:12
Forum: Feature Requests
Topic: In game backups/versions of AI
Replies: 12
Views: 457

Re: In game backups/versions of AI

So you asking for ability to copy folders?
Importing AI from replay should already be in place.
by ElvenMonk
26 Sep 2018, 23:26
Forum: Feature Requests
Topic: Counters
Replies: 11
Views: 364

Re: Counters

DjSapsan wrote:Already asked before viewtopic.php?f=2&t=1064&p=16854#p16854

This is exactly the level of complexity we would like to avoid.
Not to mention that timers are way more limiting than counters

Go to advanced search