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 AI vs. AI 
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Post AI vs. AI
Digression first: CC @ IGF WOOOOOOOOOOOOOOOOO

Done.

Okay, that out of the way, there's something I've been meaning to ask about. Is there a way that I can get both sides to work like Skirmish AIs? Like, green guys drop in out of the sky as normal and mill around... but red guys drop out of the sky as well and start beating on each other. Not that there's any kind of new, astonishing intellectual validity to this idea, I just think it'd be a lot of fun to watch.

I didn't put this in the modding section, since I just wanted to ask (and didn't know if this was the sort of thing that would demand massive modifications). If this is in the wrong section, feel free to gently shove me in a different direction.

I admit I know nothing about the inner workings of Cortex Commands, so I have no idea if I'm being unreasonable. If so, just let me know, though I'd appreciate any ideas anyone might have about getting the AI to fight itself, even if it's not what I'm envisioning.


Wed Apr 08, 2009 4:11 am
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REAL AMERICAN HERO
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Post Re: AI vs. AI
Oughta be able to do it by making Activites spawn Team = 0 actors. That might not work, however, in which case you'd need to to add emitters dropping either dropships containing actors (for controllable actors) or just dropping actors (if it doesn't matter).

It's entirely possible, though they're not the best at fighting each other. Eliminating craft makes it somewhat better.


Wed Apr 08, 2009 5:12 am
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Post AI vs. AI
I've done it. As a matter of fact, it's very fun to watch a red guy get delivered out of a
green dropship, and then shoot the ship he was delivered out of.

And he shoots the Green guys that were delivered with him in the ship.

I did it because I wanted to simulate a sort of war, like "I was one of many soldiers fighting".
It didn't quite turn out that way, but it wasn't dissapointing. ;)

Quote:
(and didn't know if this was the sort of thing that would demand massive modifications)

Nah, 5 minutes, tops.


Wed Apr 08, 2009 6:15 am
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Post Re: AI vs. AI
zalo wrote:
I've done it. As a matter of fact, it's very fun to watch a red guy get delivered out of a
green dropship, and then shoot the ship he was delivered out of.

And he shoots the Green guys that were delivered with him in the ship.


Drop crates would work well, I bet. Without the extra effort of making a separate dropship.

I think a cool idea for a mission would be using static defenses to protect 1 defending computer player against an attacking one. You'd control different traps, and the attacking side could come in at multiple areas so you'd have keep switching around to keep guys from getting through. While praying that your allied computer player doesn't screw up.


Wed Apr 08, 2009 8:52 am
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Post Re: AI vs. AI
Wow. Thanks, guys. I didn't expect answers to be so prompt. Or so positive!

I hate to be a gigantic pain in the ass, but when I say I know nothing about the inner workings of Cortex Command, I mean it. So this:
Grif wrote:
Oughta be able to do it by making Activites spawn Team = 0 actors.

is some kind of alien space language to me.

I don't suppose any of you would be kind enough to walk a troglodyte like me through this process?

DON'T HATE ME I JUST BUILD BASES AND CRASH THINGS INTO OTHER THINGS AIEEE


Thu Apr 09, 2009 3:37 am
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Post Re: AI vs. AI
http://www.datarealms.com/wiki/index.php/Activities.ini - Activities Tutorial


Thu Apr 09, 2009 9:09 am
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Post Re: AI vs. AI
GopherLemming wrote:
http://www.datarealms.com/wiki/index.php/Activities.ini - Activities Tutorial

OooooOOOo! Helpful!
I'm going to try that later. Is all that the same for a mac?


Thu Apr 09, 2009 10:51 am
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Post Re: AI vs. AI
Yeah, the only main differences between mac and PC are some Base.rte dependencies. In other words it'll be fine.


Thu Apr 09, 2009 11:04 am
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Post Re: AI vs. AI
Hate to pester you again, but I've looked through the provided wiki link (VERY helpful for getting a game of Space Marines vs. Orks going) and am still not sure what of my Activities.ini to edit. I can change the CPU team to Team 0, but this seems to do nothing, and individual spawns don't have particular teams associated with them.

I'm sure I'm just being thickheaded about this, but anyone who's done something like this before... what were the actual steps you took?


Thu Apr 09, 2009 10:29 pm
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Post Re: AI vs. AI
Actually, AI vs AI CC would be an awesome screensaver


Thu Apr 09, 2009 10:39 pm
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Post Re: AI vs. AI
Yeah... Would be a good screensaver...


Fri Apr 10, 2009 11:03 am
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Post Re: AI vs. AI
ChampionHyena wrote:
I'm sure I'm just being thickheaded about this, but anyone who's done something like this before... what were the actual steps you took?

you need to edit the activities in missions.rte, if you didnt.
you might also have to add in presetnames, but hopefully not.
without presetnames
Code:
   AddAttackerSpawn = ACDropShip
      CopyOf = Drop Ship MK1
      AddInventory = AHuman
         CopyOf = Sandra
         Team = 0
         AddInventory = HDFirearm
            CopyOf = Bazooka

with presetnames
Code:
   AddAttackerSpawn = ACDropShip
      CopyOf = Drop Ship MK1
      AddInventory = AHuman
         CopyOf = Sandra
         PresetName = Sandra Red
         Team = 0
         AddInventory = HDFirearm
            CopyOf = Bazooka

understandable? if the first example doesnt work try the second, but hopefully the first does.
good luck.


Sat Apr 11, 2009 8:31 am
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Post Re: AI vs. AI
I'm sorry, I can't get this to work... Activities was where I was looking, yes. I tried setting each spawn to Team 0, like you said... I even tried setting each rocket and dropship to Team 0! It doesn't seem to make a difference. However, I haven't tried with presetnames. The problem is, I don't know what they are and how they work. I'm just working with the vanilla CC Activities file. How will I know what presetname to give what spawn?

So confused...


Wed Apr 15, 2009 11:34 pm
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Post Re: AI vs. AI
You have to change the presetname because otherwise the game will simply load the default actor.

Underneath each line that says "CopyOf" and then Soldier Heavy, Dummy, whatever, just add PresetName = SH (for Soldier Heavy, get it?) or whatever else you want. Then add Team = 0. That way, the game will be forced to load those soldiers that have changed names and teams as unique identities from standard soldiers.


Thu Apr 16, 2009 4:24 am
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Post Re: AI vs. AI
Still no luck. I went through to every actor and inserted a PresetName after the CopyOf line and before the Team line, and I'm still only getting green guys dropping in.

What else could I be doing wrong?

EDIT: zalo, if you're still around... you said you've done it. What specifically did you change and how?

EDIT TO EDIT: I don't mean for it to sound like I'm disregarding everyone else's instructions. I'm ecstatic that you're all helping. Somehow I'm still not getting it right, is all.


Thu Apr 16, 2009 5:07 am
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