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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Thu Sep 11, 2014 12:26 pm 
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Joined: Tue Jan 15, 2013 7:25 pm
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I have some requests that would mainly be useful for creating minigames/mods:

  • Action to set counter to character value (e.g. health)
  • Upgrade to disable solar drop on death (for droids and bots)
  • Allow node names in spawnCharacter action
  • Action to spawn projectiles/shots (e.g. Coco BL, Derpl Nuke, Gnaw Spit)
  • Action to spawn solar cubes (maybe same as above?)
  • Allow AI files to load&run without spawning as a bot (like a Gamemaster/controller)
  • Allow emitMessageInArea to work relative to a node (like spawnCharacter)

EDIT: added another feature request to the list (I'm so demanding today :GnawShock: )
EDIT: and another one

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:drone: Droidattack Mod/Minigame :drone:


Last edited by dragbone on Thu Sep 11, 2014 5:59 pm, edited 2 times in total.

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Thu Sep 11, 2014 12:35 pm 
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Location: SomeN Kerbal space center.
dragbone wrote:
Action to set counter to character value (e.g. health)


This ^
Get on it Ronma, SomeN needs more control!

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Wed Jan 28, 2015 1:20 pm 
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I'm just going to bump this because we haven't seen anything new to the AI modding tools in a long time. And I actually really wish for an update soon!


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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Sat Feb 07, 2015 10:07 pm 
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FlawlessHair wrote:
PlayCommand
This would be either Taunt, Help, Defend or Attack.

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

These would be incredible for adding fun to the chat and improving collaboration with bots. If Ronimo really wanted to get creative, they could also let bots read the chat and respond to messages that match regular expressions.

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Mon Apr 06, 2015 6:35 pm 
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I've done some playing around, and found it is possible to add blocks to the AI Editor. If I combine custom blocks with a preparser, it would be possible to add some of these suggestions to the AI Editor. Only one extra step would be needed to make a bot--compiling it.

Image

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Tue Apr 07, 2015 12:28 am 
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Ignotis wrote:
I've done some playing around, and found it is possible to add blocks to the AI Editor. If I combine custom blocks with a preparser, it would be possible to add some of these suggestions to the AI Editor. Only one extra step would be needed to make a bot--compiling it.

Image


ohhh.. MAAAN. Ignotis, get onto typeChat! This is an order!

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Bots I've made:

[In-Game] Derpl viewtopic.php?f=23&t=35642 :drool:

http://imgur.com/5P0Ais3


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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Tue Apr 07, 2015 1:57 am 
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TheMesp wrote:
ohhh.. MAAAN. Ignotis, get onto typeChat! This is an order!


Unfortunately, I can't add functionality the game doesn't have to the AI Editor. That being said, horizontalPosition, whatMap, and compareHealth are all possible. Additionally, it would be possible to make a block which accepts Nautsbuilder codes and uses them to buy items.

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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Tue Apr 07, 2015 7:00 am 
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Would it then be possible to mix and match builds, since all they're made of are numbers in the url?


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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Mon Jun 01, 2015 12:39 pm 
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Joined: Thu Apr 23, 2009 5:45 pm
Posts: 8992
I think a lot of the things being requested here are more for modding instead of creating AIs. Once we start integrating with Steamworks and adding the level editor we should look into adding some AI blocks like the ones you are proposing to make more diverse mods possible. I expect that with just a few additions many single player and game mode things could be made possible. :ayla:


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 Post subject: Re: AI Editor suggestions/ideas
 Post Posted: Wed Jun 03, 2015 9:13 am 
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Joined: Thu Apr 23, 2009 7:05 pm
Posts: 623
It would also be nice if we could add weight to existing pathfinding routes if they are loosely intersected by enemy nauts. That way bots could avoid enemy nauts in their pathfinding when necessary.


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