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 Smart Brain! 
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Joined: Sat Jan 31, 2009 11:34 pm
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Location: The U S of A's
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Post Smart Brain!
I would like to give you the "Smart Brain(tm)"!

You tired of you troops acting like idiots? They constantly running towards your foes? Jumping to their death?
Well fear no more!, if you use the "Smart Brain(tm)" and the AI mode for the AHuman actor is set to Sentry, it will hold its ground!

Order Now, and stop your frustration!
No pics, since there is noting really to show.


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Wed Apr 14, 2010 9:24 pm
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Joined: Tue Jun 12, 2007 11:52 pm
Posts: 13144
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Post Re: Smart Brain!
There's already something that does the exact same thing here, but it wasn't exactly released in Mod Releases, so it's easy to miss.

Good job anyways.


Wed Apr 14, 2010 9:46 pm
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Post Re: Smart Brain!
Oh bugger... here i thought i was doing a great service, i even tried a search...


Wed Apr 14, 2010 9:48 pm
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Post Re: Smart Brain!
Don't feel so down about yourself, barely anyone knew about that and only 14 downloaded it. :D


Wed Apr 14, 2010 9:53 pm
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Joined: Sat Mar 28, 2009 2:33 pm
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Post Re: Smart Brain!
Cooljoesmith wrote:
Oh bugger... here i thought i was doing a great service, i even tried a search...


add this to the code, i made a quick ai-fix for my own personal use. this turns the ai into a pistol snipering baddasses.

if actor:IsPlayerControlled() == true then
actor.Perceptiveness = 12200;
end
if actor:IsPlayerContolled() == false then
actor.Perceptivness = 75;
end


Wed Apr 14, 2010 9:55 pm
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Post Re: Smart Brain!
I tried to recreate the original AI, but i might add that. thanks lafe.


Wed Apr 14, 2010 9:57 pm
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Post Re: Smart Brain!
Perceptiveness is changable through Lua? Man I wish I knew that before. By the way, what's the point of increasing perceptiveness when the actor is being controlled?


Wed Apr 14, 2010 10:01 pm
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Post Re: Smart Brain!
CaveCricket48 wrote:
Perceptiveness is changable through Lua? Man I wish I knew that before. By the way, what's the point of increasing perceptiveness when the actor is being controlled?


lolfail on my part, no wonder it never worked quite right,
yeah, i actually had the idea of making a globally applied perceptiveness change when toying around with your hunter/killer bot.
btw, you can tweak the code to make them slightly more perceptive than the normal ai.


Wed Apr 14, 2010 10:05 pm
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Joined: Wed Feb 24, 2010 11:00 pm
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Post Re: Smart Brain!
WOW this really works , great mod


Thu Apr 15, 2010 12:02 am
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Joined: Mon Mar 05, 2007 7:46 am
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Post Re: Smart Brain!
epic mod is epic. GOODBYE CROUCHING


Thu Apr 15, 2010 5:54 am
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Joined: Thu May 15, 2008 11:40 am
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Location: In heaven, everything is fine.
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Post Re: Smart Brain!
Finally...Now my troops won't lie down like wimps when they see enemies.


Thu Apr 15, 2010 3:13 pm
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Joined: Sun Oct 25, 2009 10:16 pm
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Location: Western U.S.
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Post Re: Smart Brain!
There is a Perceptiveness variable in some of the templates that I regularly use...it controls AI?!


Fri Apr 16, 2010 12:23 am
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Post Re: Smart Brain!
Freeflow wrote:
There is a Perceptiveness variable in some of the templates that I regularly use...it controls AI?!

it dictates how aware the ai is.
superhigh perceptiveness/aimdistance = EPICZ PISTOLZ SNIPERZ


Fri Apr 16, 2010 1:28 am
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Joined: Mon Mar 05, 2007 7:46 am
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Post Re: Smart Brain!
Mk two problems. Sometimes units will refuse to point to the left. Dont ask me why, but it's annoying. Doesnt happen all the time.

Second problem, this doesnt work for the AI team. How can I get the AI team to stop ducking?


Fri Apr 16, 2010 6:11 am
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Post Re: Smart Brain!
I have no idea about the pointing to the left... as for the AI team, It needs its own brain.(only works on actors of the brain's team)


Fri Apr 16, 2010 6:25 am
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