Search found 89 matches

by POTAmatt
Sat May 11, 2013 4:14 am
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

I suspect you might have a height scale problem. Yeah, that was my initial reaction, and that could probably be addressed by reducing the yscale and compensating for it in the heightmap, but it's all for naught if the bots won't pull the trigger. It would be cool if you were able to scale the map a...
by POTAmatt
Wed Apr 24, 2013 1:09 am
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

Well, don't wait too long. I may forget the little that i do know. I've been meaning to ask if you made any progress on that map you contacted me about a few months back? I'd always wanted to map an 'Asteroids' type map and it sounded similar. While you're perusing the 'good book' definitely focus h...
by POTAmatt
Wed Apr 24, 2013 12:45 am
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

You set the initial temperature when defining your strategic areas, but you modulate the temperature of them in your strategies. Now if your current strategy is set to have, say, 2 attacks and, say, an agression of 100%, that means all your bots will be assigned to attack the 2 SA's with the highest...
by POTAmatt
Wed Apr 24, 2013 12:00 am
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

That's AI for ya! But then again, this map is fundamentally effed up to begin with (with regards to AI that is). aiStrategicArea.create AlliedBase 26547/25916 26747/26116 50 You are creating a strategic area named Alliedbase whose bottom left X/Z coordinate is 26547/25916 and whose center is 26747/2...
by POTAmatt
Tue Apr 23, 2013 9:26 pm
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

so, I didn't think the flag had any relevance here? I thought it was the SA they went to.. which, if defined within the capture area for the flag.. would mean they end up capping the flag. but they only cap the flag because the SA is defined to that flag area.. Exactly. But the height of the SA is ...
by POTAmatt
Tue Apr 23, 2013 8:15 pm
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

Thanks guys. As i mentioned, i did have success with maxclimb angle and and pitchsensitivity (+1 instead of -1) (hadn't tryed lookahead-thanks!) and it gets them out of trouble most of the time, but there is still a couple of peaks they just can't make it over. Running with the aistats on, i can see...
by POTAmatt
Mon Apr 22, 2013 11:02 pm
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

Yeah, but it won't help as their avoidance is working just fine. It's just that there are peaks that are higher than the planes apparent max altitude and they don't have the horsepower to get them up and over it. It is the very reason DICE came up with 'aiTemplatePlugin.minAlt nn', but unfortunately...
by POTAmatt
Sat Apr 20, 2013 10:33 pm
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

I guess bf craps itself after 4096? Yeah, exactly. You get some such nonsense as this: (mCurrentMemoryPtr >= mMemory && mCurrentMemoryPtr < mMemory + mMaxAllocChunkSize) Overwritten memory in pool?? But no biggie. They're already getting where they need to be via the strats, so it's just a ...
by POTAmatt
Sat Apr 20, 2013 9:13 pm
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

That map is huge, and very cool. But the sheer size of it is probably what's causing it's slugishness because i've yet to produce proper pathmaps. Not that pathmaps are needed for the planes, but they are for the strategic AI. In the meantime, i was able to create an all new, simplified set of strat...
by POTAmatt
Fri Apr 19, 2013 1:56 am
Forum: 1942 Modding Discussion
Topic: AI, pathmaps, aircraft, strategic areas....
Replies: 45
Views: 67454

Re: AI, pathmaps, aircraft, strategic areas....

but without pathmap restrictions, planes will take a bee line to their final destination Roundabout? While i am an old 'Yes' fan, i thought that was rather straightforward;) Yes, air vehicles do not use pathmaps. If your goal here is to merely keep planes from crashing into mountains, then adding a...