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 Post subject: AI Editor suggestions/ideas
 Post Posted: Wed Aug 06, 2014 2:24 pm 
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AI Editor suggestions/ideas

There probably are a lot of things you would like to see in the AI editor, for instance more advanced functions or new functions that simplify creating AI's.

I have no idea if there are gonna be changes made to the AI editor but you can post your ideas in this topic :)

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Something I'd like to see implemented is a way to compare health values of teammates and enemies more easily.
Maybe a function that could add all the HP (or HP percentage) of nearby (you can specify a range) teammates or enemies or neutrals (you can pick which) and put the value into a counter, so you can check more precisely if your team is at an advantage/disadvantage.

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Wed Aug 06, 2014 3:08 pm 
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I've had a long time to think about this :D

aimStickAtDegree/Radian
Allows aiming in arbitrary directions.

moveStickByDegrees/Radians
Does not specify a new point to aim at, but rotates the stick by a set amount.

checkCharacterFlag
More complete list of flags:
-hasDot
-isAnchored
-isDamageAmped

compareLocation
Find an object in a search area (or alternatively find the closest/furthest matching object) and create a second search area using that object's origin point to see if a second (user specified) object intersects with it.

horizontalPosition
horizontalPosition pertains to how close to the enemy/friendly base the bot is. Returns 1 at the AI's base, and -1 at the enemy base. Shows how far the AI has extended. Any negative number means that the AI has extended past the midway point.

isInArea
Add powerups to the list of searchable objects.

isCharacterInArea
Add a "any/all" toggle to the comparison section, so as to have more control when multiple objects are found in the search area and when searching for multiple objects.

isSkillButtonOnTargetAvailable
The AI can check if his target has specific skill off cooldown.

timeLeftOnSkill/timeLeftOnTargetSkill
Returns the amount of time left before an ability is off cooldown.

setBool/adjustCounter
Option to make persistent after death.

And/Or
Allow nesting of And/Or conditions.

For
Add For loop support.

whatMap
Returns the current map.

selectDestWaypoint
Add support for raw coordinate input.

isInUnamedArea
Can input two raw coordinates to form a rectangle.

verbalize
Lets the AI use taunt/defend/attack.

typeInChatLog
Lets the AI type messages in chat.

listenForVerbalInstructions
Returns true if attack/defend/attack is heard. Can search in a specific area, or universally.

compareHealth
Check if your target has greater/less health/percentage than you do. Can be offset, so for example I can check if an enemy has less health than my current health plus 20.

Probably will never happen, but circular search areas would be awesome too.


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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Wed Aug 06, 2014 6:02 pm 
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Oh! Being able to store current-game information in variables.

Like AdjustCounter to Turret_1_health.

Expand the CheckCharacterValue, so that Penny can check her charges and Ted McPain can check his ammo.

PlayCommand
This would be either Taunt, Help, Defend or Attack.

TypeChat
Types something in the chat. (Is great for puns and taunting)

isInDetonationArea
Here there should be a dropdown menu of various detonate-able skills

- Coco's ball
- Sentry's BHS
- Sentry's Teleport beacon
- Raelynn's snipe


Then you should be able to select from which team:

- Own Team?
- Enemy Team?


And then specify the area to check around the detonate-able skill.


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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Wed Aug 06, 2014 6:18 pm 
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FlawlessHair wrote:
Expand the CheckCharacterValue, so that Penny can check her charges and Ted McPain can check his ammo.

Yes please so much! This would make it so much easier to work around Ted's ammo, as the current system with shotgun 'upgrades' for his ammo does not work for any ammo value other than 0 ammo as far as I know.

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Wed Aug 06, 2014 10:50 pm 
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May I remind you that Penny can check how many charges she has. Not sure if ted can checkshotgun shells.

I'd like all character values to be referable like counters (tho I think this was said already)
Outside the editor, I'd like to actually know the names of projectiles if they have any.

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Wed Aug 06, 2014 11:18 pm 
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Pirate-Rob wrote:
May I remind you that Penny can check how many charges she has. Not sure if ted can checkshotgun shells.

I'd like all character values to be referable like counters (tho I think this was said already)
Outside the editor, I'd like to actually know the names of projectiles if they have any.

It would be easier to check from checkCharacterValue rather than a isUpgradeEnabled block imo, and Ted's shotgun shell upgrades don't work apart from 0, so it's hard to work with. :|

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Fri Aug 08, 2014 9:56 pm 
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deathAction/onDeath condition
Will only activate when the bot dies.

(This is mostly in light of the new spawnCharacter block.)

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Fri Aug 08, 2014 10:07 pm 
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This would make the hardest part of AwesomeAI way faster to make, I'm kind of just waiting for the map changes to stabilize before I write any more map navigation logic though.

IsAtNode
Returns true if at the specified waypoint node

IsNodeAccessible
Returns true if the bot can reach the specified waypoint node

TurretHealth
Has a dropdown of the four turrets; has a dropdown for the >,<,=,<or=,>or= options and a custom health field. This can be used to get turret status (no easy way to do this before)

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Sat Aug 09, 2014 12:28 am 
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DarkDXZ wrote:
deathAction/onDeath condition
Will only activate when the bot dies.

(This is mostly in light of the new spawnCharacter block.)


This is already quite doable with the current tools. Look at how bot cheats activate - or at least the way they used to.


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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Mon Aug 11, 2014 3:37 am 
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A onDeath thing would be nice, or simply having all creeps run their behaviour tree the moment they die (then you can use checkCharacterValue (health, 0) to see if they died)

Also, I'd like to see a randomizeCounter (does the same as randomizeMissionCounter, but for normal counters instead).

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