Ai scripts

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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ggm
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Ai scripts

Post by ggm »

i was reading that the ae team is using scripts for the ai. will these be modable. With a good engine, a modable script based language would allow modders to do the work of programming the ai.
Ive seen some mods in games such as hoi2arm, while not perfect, go a long way to improving the original ai.
will this be the case in ae or is the ai hardcodded?

ggm
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wdolson
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RE: Ai scripts

Post by wdolson »

The AI scripts are now exposed in the editor, so modders can do what they want with them.  Of course there are limits to what you can do, but the flexability for the modder is pretty big. 

Andy has done a pretty darn good job with the AI in the main scenario for AE.  All my experience is playing the AI in stock and CHS and AE's AI makes me work a lot harder.  The AI is devious.

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DuckofTindalos
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RE: Ai scripts

Post by DuckofTindalos »

There's no "script language" as such...
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Apollo11
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RE: Ai scripts

Post by Apollo11 »

Hi all,
ORIGINAL: Terminus

There's no "script language" as such...

How is it done then? [8D]

If there is user changable AI script in the WitP-AE Editor then some sort of script language should exist...


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DuckofTindalos
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RE: Ai scripts

Post by DuckofTindalos »

Yes, but the editor puts a GUI layer on top of the language. There's no entering of lines of code for the modder.
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Apollo11
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RE: Ai scripts

Post by Apollo11 »

Hi all,
ORIGINAL: Terminus

Yes, but the editor puts a GUI layer on top of the language. There's no entering of lines of code for the modder.

Ahh... OK... thanks for info! [:)]


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Kull
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RE: Ai scripts

Post by Kull »

ORIGINAL: Terminus

Yes, but the editor puts a GUI layer on top of the language. There's no entering of lines of code for the modder.

That is excellent news. I would sound a note of caution to those who are eager to get in there and add/revise scripts. The team has posted many times that most of the current activity involves mind-numbingly repetitive testing to ensure that the existing scripts will work as designed. My guess is that altering that finely tuned balance could lead to a cascade of unintended consequences. Tread warily.
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RE: Ai scripts

Post by jwilkerson »

Use of the term "script" is a bit off perhaps - but we've been calling them that since we found them in the original code - where they were really "lists of units and bases" stored in arrays. We still called them "scripts" probably because that's what we WANTED them to be!
[:D]
Now that the "scripts" are in the editor, it makes more sense to call them "scripts" and they are no longer structured simply as a collection of lists, but now as a tree (or even graph [;)]) by various additional attributes in the "script".
But it is still not a true "scripting language" like you see in HOI, it is a set of parameterized nodes, linked together into a data structure that is mostly tree like!
[:)]
Andy is showing a screen shot of a "script node" in a separate thread nearby, go check it out!
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ggm
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RE: Ai scripts

Post by ggm »

thanks for the update
 
ggm
Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
William Shakespeare Hamlet
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