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 Post subject: Re: NautsBuilder -> AI Code converter 0.1
 Post Posted: Mon May 26, 2014 10:13 am 
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Joined: Thu Feb 20, 2014 6:43 am
Posts: 398
Chirimorin wrote:
Otter wrote:
Found a little issue. Putting the code under <root><normal> rather than the shop waypoint allows the bot to bypass the need to be at the spawn in order to buy items.

that's probably because the shop node says "Do this only while at the shop" and the root/normal node doesn't have that restriction.


Yes yes, I knew what it does, was simply pointing the issue out.

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 Post subject: Re: NautsBuilder -> AI Code converter 0.1
 Post Posted: Mon May 26, 2014 10:30 am 
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Ah, yes, works fine with the classes that are mentioned as supported, nice! :)


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 Post subject: Re: NautsBuilder -> AI Code converter 0.1
 Post Posted: Mon May 26, 2014 11:40 am 
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I finished filling in all the nb ids. Feel free to export, if you were using column number to export the column don't forget to change it, I switched it with the description.


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 Post subject: Re: NautsBuilder -> AI Code converter 0.2 (All Nauts working
 Post Posted: Mon May 26, 2014 3:55 pm 
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Okay, big thanks to Nodja!

All upgrades are now named and indexed, so you should be able to create builds for all the nauts now! yay :ayla:

Oh and
Joost wrote:
Ah, yes, works fine with the classes that are mentioned as supported, nice! :)

thanks!

If you have any feature requests for next versions you can submit them here. I think I will add a checkbox to the next version that makes it so bots actually need to go to the shop to buy items.

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 Post subject: Re: NautsBuilder -> AI Code converter 0.2 (All Nauts working
 Post Posted: Tue May 27, 2014 7:09 pm 
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Joined: Thu May 15, 2014 10:41 am
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Location: SomeN Kerbal space center.
So I was testing the converter, and it's so handy, however, build order won't be keep perfectly. There's a chance it might not buy correctly because if it doesn't have enough solar it'll move onto the next one. This'd be easy to fix if you don't want it to behave like this: Instead of making all the buys follow each other, make them attached to each other via an else statement on isUpgradeEnabled.

Thanks for the work you put into this!

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 Post subject: Re: NautsBuilder -> AI Code converter 0.2 (All Nauts working
 Post Posted: Wed May 28, 2014 12:37 pm 
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Joined: Sun Dec 16, 2012 10:09 am
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Fixing the fact that they can buy items anywhere next update would be nice (simply add an isAtDestWaypoint with a comment that says "at shop" before buyUpgrade, if the comment is not there they will not move). I can do it manually, but it takes a long time and I'm lazy ;-;

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 Post subject: Re: NautsBuilder -> AI Code converter 0.2 (All Nauts working
 Post Posted: Wed May 28, 2014 12:41 pm 
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Joined: Thu Aug 08, 2013 12:59 am
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I'd say make it an option.


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 Post subject: Re: NautsBuilder -> AI Code converter 0.2 (All Nauts working
 Post Posted: Wed May 28, 2014 8:43 pm 
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Joined: Sat Apr 05, 2014 11:09 am
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Location: Stuck inside the Hummingbird container.
I say this thread deserves a Stickie (Sticky??)

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 Post subject: Re: NautsBuilder -> AI Code converter 0.2 (All Nauts working
 Post Posted: Sat May 31, 2014 8:52 pm 
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Ronimo Team Member
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Joined: Thu Apr 23, 2009 5:45 pm
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Good point, stickied! :)


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 Post subject: Re: NautsBuilder -> AI Code converter 0.2 (All Nauts working
 Post Posted: Sun Jun 01, 2014 6:18 pm 
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Joined: Wed Jul 25, 2012 10:27 am
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Should we nominate gmfreaky for a golden duck?


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