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 Post subject: Custom AI?
PostPosted: October 3rd, 2011, 7:39 pm 
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Joined: August 12th, 2010, 5:59 pm
Posts: 439
Location: Where coconuts migrate too
i've been wondering if its possible to make a custom AI for a tank or something.
Just butting the question out there since i know most of the other ai.
ex.
RockettankAI= super aggressive evil AI
tankai(in 1.5)= super aggressive AI
tank ai (1.4) = super annoying AI
Then theirs minelayer and turret and a few others


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 Post subject: Re: Custom AI?
PostPosted: October 21st, 2011, 11:08 pm 
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Joined: August 12th, 2010, 5:59 pm
Posts: 439
Location: Where coconuts migrate too
Ok time to 1. Bump this topic and 2. Actually writie what i was asking.

My question is: it possible to make your own custom AI for bz. (like a new rockettank AI)


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 Post subject: Re: Custom AI?
PostPosted: October 22nd, 2011, 12:26 am 
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Joined: March 1st, 2011, 5:00 am
Posts: 381
Location: Blowing CCA to shreds... anywhere anytime
If I understand you correctly, I was wondering about that myself. What if you could import 3d files from bz2 and make a BZ1 mortar bike, and give it your own custom AI name of "MortarBikeFriend' or something like that.
How about "BomberFriend" or "LightTankFriend?"


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 Post subject: Re: Custom AI?
PostPosted: October 29th, 2011, 9:38 am 
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Joined: June 16th, 2009, 6:07 pm
Posts: 525
Location: Breda, The Netherlands
BomberAI actually exists, when used in 1.4, the unit will circle around you and only fire a few shots, I didn't try it in 1.5 yet.

Also, if we are talking about unused stuff anyway, something else that could be interesting is the classlabel "dropoff", it acts like a powerup but you are not able to pick it up, can be interesting for something, im sure.


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 Post subject: Re: Custom AI?
PostPosted: October 30th, 2011, 11:38 pm 
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Joined: March 1st, 2011, 5:00 am
Posts: 381
Location: Blowing CCA to shreds... anywhere anytime
Who knows about any other hidden classlabels lurking within BZ? There could be tons more we are unaware of! :D


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 Post subject: Re: Custom AI?
PostPosted: October 31st, 2011, 7:47 am 
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Joined: June 16th, 2009, 6:07 pm
Posts: 525
Location: Breda, The Netherlands
The 0.7 demo yields some unused things, including dropoff. I have no idea if there are more, but I won't be surprised. :)


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 Post subject: Re: Custom AI?
PostPosted: November 4th, 2011, 5:30 pm 
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BZ programmer

Joined: November 20th, 2009, 8:17 pm
Posts: 2401
There aren't too many hidden treasures in there. AI variants fall into a few categories:
* Specialized - tied to a specific unit (Scavenger, Recycler, Factory, Construction Rig, Tug, APC) - usually crashes when used with the wrong unit type
* Semi-specialized - overrides some aspects of general AI (Rocket Tank, Artillery) - may or may not work with another unit type
* Alias - never implemented any changes relative to general AI (Tank, Scout, Bomber)

Rocket Tank and Artillery AI are some of the few variants that do something significantly different compared to the base combat unit AI. Rocket Tank overrides standard movement and knows how to fire missile launchers properly. Artillery knows how to aim high to lob shells over obstructions. I migrated much of this functionality to the base AI for 1.5 so there's less need for "off-label" use.


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