Search found 12 matches

by Mahrgell
03 Sep 2018, 13:20
Forum: Feature Requests
Topic: Multiple AI Presets/Profile
Replies: 5
Views: 908

Re: Multiple AI Presets/Profile

Let's dig this out again, also has been requested multiple times on the Discord. So first a +1, and a further request: Have the possibility of sharing configurations (or presets, how they are called here), but so that the underlying code can't be accessed by the receiver. This would be useful in a b...
by Mahrgell
21 Aug 2018, 22:49
Forum: Feature Requests
Topic: QoL: Condition SubAIs
Replies: 8
Views: 915

Re: QoL: Condition SubAIs

That's mentioned half a sentence later... You might not agree with the reasons, but asking for them is kinda ... And I still feel, that unlike the previous thread which had a lot of general ideas but no real "how to implement it" this is a very concrete implementation idea and different en...
by Mahrgell
21 Aug 2018, 12:28
Forum: Feature Requests
Topic: QoL: Condition SubAIs
Replies: 8
Views: 915

Re: QoL: Condition SubAIs

And i knew this thread. And referenced it in my first paragraph.
by Mahrgell
20 Aug 2018, 20:30
Forum: Feature Requests
Topic: QoL: Condition SubAIs
Replies: 8
Views: 915

QoL: Condition SubAIs

As this was just derailing another suggestion here, has been often asked for in the Discord and the old threads regarding it felt very cluttered and unprecise, I'm just starting a new thread here for it. So what would be desirable is a Sub-AI that works exactly like a condition. How to implement thi...
by Mahrgell
19 Aug 2018, 03:06
Forum: Bug Reports
Topic: Bug in conditions execution
Replies: 16
Views: 1929

Re: Bug in conditions execution

I can confirm this. My entire game status tree blew up today in a match, when Idle conditions were added to several conditions. https://i.imgur.com/cKMyQPl.png Here a "My score = 0" node somehow got turned into "my score is idling and exists". This is essentially disabling my ent...
by Mahrgell
19 Aug 2018, 01:36
Forum: Bug Reports
Topic: Pushing firing snipers
Replies: 5
Views: 778

Re: Pushing firing snipers

Replay ID of the long push by gtresd:
1166420
by Mahrgell
19 Aug 2018, 01:30
Forum: Bug Reports
Topic: Pushing firing snipers
Replies: 5
Views: 778

Re: Pushing firing snipers

Okay.... gtresd showed that when using two bots, this can be done much better:

https://i.imgur.com/irRNFpj.gifv
by Mahrgell
19 Aug 2018, 01:13
Forum: Bug Reports
Topic: Pushing firing snipers
Replies: 5
Views: 778

Pushing firing snipers

pier4r claimed that this was considered a bug and supposedly fixed before. If that's the case... Well... I can push snipers well. Here a a firing sniper being out of range is pushed into range of his target. https://i.imgur.com/vrZylDp.gifv And here we are just randomly shooting around, but what a p...
by Mahrgell
18 Aug 2018, 22:26
Forum: Bug Reports
Topic: AI ticks aren't exactly 0.25s
Replies: 15
Views: 1755

Re: AI ticks aren't exactly 0.25s

Or simply aim for X ticks with a shotgun and count the number of shots fired: 0-3: no shot 4-7: 1 shot ... 28-31: 7 shots 32-34: 8 shots 35: 9 shots So yeah this isnt about game playback speed or anything. Amusingly, using a screencapture, liq confirmed the shots to be exactly fired every 1 sec. But...
by Mahrgell
18 Aug 2018, 18:50
Forum: Bug Reports
Topic: AI ticks aren't exactly 0.25s
Replies: 15
Views: 1755

Re: AI ticks aren't exactly 0.25s

ElvenMonk now stated on Discord that he had tested (and published) it earlier that ticks are indeed 0.26s exactly.

In that case it would be useful to have this officially confirmed as intended behavior. Stuff like the wiki could then be corrected.
by Mahrgell
18 Aug 2018, 16:59
Forum: Bug Reports
Topic: AI ticks aren't exactly 0.25s
Replies: 15
Views: 1755

Re: AI ticks aren't exactly 0.25s

Where did you read that each tick is 0.25 seconds? What problem would this cause if it were longer? I may be wrong, but I think ticks control when a bot commences aiming, not when the shot is released, so the length of a tick is not related to the duration of firing. For the shotgun, it would alway...
by Mahrgell
17 Aug 2018, 16:13
Forum: Bug Reports
Topic: Collision between hostile units not checked in Sandbox only
Replies: 1
Views: 510

Collision between hostile units not checked in Sandbox only

When testing in Sandbox, hostile units can be stacked on top of each other. Friendly units still check for collision. This bug can not be recreated in regular battles though. (We tested this in private matches) I can not attach the logfile here in the forum (.htm is not an allowed extension) So to r...

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