Search found 67 matches

by buzzefall
23 May 2017, 06:51
Forum: Feature Requests
Topic: The other mechanics of detecting "isSelfActionPerformed"
Replies: 5
Views: 465

Re: The other mechanics of detecting "isSelfActionPerformed"

Not sure to follow. Anyway, what you need to understand is that AI decisions can only refer to what happened on previous tick or it would lead to infinite loops inside the AI decision process. Imagine a condition on bot 1 depends on the action of bot 2 which itself is conditioned by bot1's action. ...
by buzzefall
22 May 2017, 02:52
Forum: Feature Requests
Topic: The other mechanics of detecting "isSelfActionPerformed"
Replies: 5
Views: 465

The other mechanics of detecting "isSelfActionPerformed"

Me, and others as I have seen talked about dead loops which come when you set your bots to shoot on assist. So there are situations when two bots take different targets but then priority makes them to switch, then again and again... Everything to get rid of this seems half-working or costly if to us...
by buzzefall
21 May 2017, 09:56
Forum: Feature Requests
Topic: Headless computations
Replies: 6
Views: 703

Re: Headless computations

Yeah simple and though itching problem. [1] Also I would like to suggest to make different tabs to sort watched/unwatched games, to sort by loose/win (say, most recent looses, wins)... [2] When there would be a lot of players as well to see only matches with certain player (But that isn't necessary ...
by buzzefall
18 May 2017, 18:34
Forum: Feature Requests
Topic: Advanced Filters, Conditions and Filter Prefabs
Replies: 13
Views: 1512

Re: Advanced Filters, Conditions and Filter Prefabs

I still have to find a way to visually represent more complex targeting. Open to ideas. Then how about using the same graphs like with the rest of AI? Pipe your targets through conditions in a slightly different way. I suggest those mentioned Filter Objects (or prefabs, which store pre-defined targ...
by buzzefall
18 May 2017, 08:17
Forum: Feature Requests
Topic: Advanced Filters, Conditions and Filter Prefabs
Replies: 13
Views: 1512

Re: Advanced Filters, Conditions and Filter Prefabs

It's a little different, Kanishka. You talking about some 2nd target, but what exactly for this second target? Ofcourse you can use second target for condition, like ClosestTo (Target2), but Im talking about enhancing filters as well, so you will have to add from one to more than ten targets for all...
by buzzefall
18 May 2017, 07:49
Forum: Feature Requests
Topic: Advanced Filters, Conditions and Filter Prefabs
Replies: 13
Views: 1512

Advanced Filters, Conditions and Filter Prefabs

Something like I would like to post now I have heard about, but I think It's slightly different of what Kanishka and NullPointer suggested earlier. [1] Alright, the idea is actually bunch of some ideas, but they're centered around one thing. It's to modify all the functions with boolean type which j...
by buzzefall
18 May 2017, 06:41
Forum: Feature Requests
Topic: Create a commutator
Replies: 29
Views: 2178

Re: Create a commutator

I think that only having base permit to do all we want, it just take time and reflexion. If all is given to you there wont be hard time thinking anymore. That's totally wrong to me, because I think AI theme is infinitely deep, there are always challenges and problems - the more your opponents adapt...

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