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Author Topic: Knowsabout  (Read 1728 times)

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Offline benreeper

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Knowsabout
« on: 23 Feb 2003, 06:36:30 »
Is it possible to transer the enemy knowledge contents from one group to another so that the members of group A can recieve intelligence from group B.

Ben

teeBore

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Re:Knowsabout
« Reply #1 on: 23 Feb 2003, 06:42:04 »
Try adding group B to group A, which might cause them to inheret 'knowledge'. Then separate tehm into their own group again.

I'm not quite sure how to test knowledge so I can't test this for myself. I'll look into it.

Offline Spinor

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Re:Knowsabout
« Reply #2 on: 23 Feb 2003, 13:14:06 »
There exists the command
group reveal unit,
that reveals unit to group, even if it does not know about it.

If groupEnemy is detected by groupB and want this info transferred to groupA, you could try
"if ((leader groupB) knowsAbout _x > 0) then {groupA reveal _x}" forEach (units groupEnemy)

The if takes care that only known enemies are transferred.

Spinor

Offline benreeper

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Re:Knowsabout
« Reply #3 on: 24 Feb 2003, 23:56:51 »
Thanks I'll give that a try.

Ben

NuclearSnake

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Re:Knowsabout
« Reply #4 on: 25 Feb 2003, 07:20:54 »
Also if you synchronise waypoints, they seem to communicate, if a sentry in town is synchronised to many guards around , they come one after another as needed. If you don't want your units to move at all you use HOLD waypoint and OPEN FIRE mode, meaning they fire whitout running to enemy, or rarely.
« Last Edit: 25 Feb 2003, 07:21:40 by NuclearSnake »

Offline Chris Death

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Re:Knowsabout
« Reply #5 on: 25 Feb 2003, 13:28:36 »
Quote
Also if you synchronise waypoints, they seem to communicate, if a sentry in town is synchronised to many guards around , they come one after another as needed. If you don't want your units to move at all you use HOLD waypoint and OPEN FIRE mode, meaning they fire whitout running to enemy, or rarely.

Just for info,

you don't need to syncronize a GUARD waypoint with anything,
to get the effect of having the guards informed about a battle.
Units/groups with a guard waypoint will always go for enemies,
wherever they get detected. The AI even decides, how many
troops are needed and which groups needs to be sent there.

~S~ CD
Dont argue with idiots....they will bring you down to their level and beat you there with experience.

How to use Waypoint type Scripted

Offline benreeper

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Re:Knowsabout
« Reply #6 on: 26 Feb 2003, 18:46:12 »
Can you script the "Guard" type waypoint?

Ben

wi77ard

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Re:Knowsabout
« Reply #7 on: 26 Feb 2003, 20:07:19 »
can you get troops that are on a guard wapoint to return to their guard waypoint, after having been sent to kill ememy troops?

Offline Zayfod

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Re:Knowsabout
« Reply #8 on: 01 Mar 2003, 14:08:37 »
Absolutely right  Chris Death.....Guard waypoint is one of my favourites ;D

wi77ard--Yes that is what the guard waypoint was designed for.

After they have checked out the area where the enemy was spotted they go back and guard at the guard waypoint.

Zay out

« Last Edit: 04 Mar 2003, 01:39:26 by Zayfod »
"I have come here to kick ass and chew bubble gum......an I'm all outta bubble gum!"

wi77ard

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Re:Knowsabout
« Reply #9 on: 02 Mar 2003, 05:31:47 »
thanx Zayfod, will be handy to use in missions now i actually know what it does  :D

Offline benreeper

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Re:Knowsabout
« Reply #10 on: 04 Mar 2003, 00:37:54 »
Zayford I think what you are doing can work here.

Ben

Offline Zayfod

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Re:Knowsabout
« Reply #11 on: 04 Mar 2003, 01:40:26 »
Hi benreeper :)

hey if you meant by


Quote
Zayford I think what you are doing can work here.

= what am I (Zayfod)  doing here? Then lol I complement you on your word play.nice. ;)

Answer: Doin same as DV Chris death just helpin out wi77ard is all, not tryin to intrude.

Otherwise not sure what you meant.

Btw hope u solved your issue with transfer of knowledge.

Zay out.
"I have come here to kick ass and chew bubble gum......an I'm all outta bubble gum!"

Offline benreeper

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Re:Knowsabout
« Reply #12 on: 06 Mar 2003, 20:54:41 »
No I meant your AI control.  Trying to get them to do better and more realistic things.

With the transfer:
The knowledge is only there for a split second and a group can't act on the knowledge (.ie, does not show up in their target menu).  What I'm looking for is all players on a side to have the knowledge of all players on their side, like a traditional rts.  I guess as it stands now each group is a separate entity and all they do is check if another group is friendly or not in order to fire on them.

Ben

Offline Zayfod

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Re:Knowsabout
« Reply #13 on: 06 Mar 2003, 21:51:29 »
hmmm u may have a point-- tho Im no guru and this may have already been solved.

I know CoC have made it so u (as player and head of command) have control and situation reports over multiple AI groups but dunno if the all the friendly AI groups are actually aware of where all the other friendly AI groups are.

Perhaps it is possible since this calculation seems to be done(if only for a split second) during the execution of the guard or multiple guard waypoints.


Quote
you don't need to syncronize a GUARD waypoint with anything,
to get the effect of having the guards informed about a battle.
Units/groups with a guard waypoint will always go for enemies,
wherever they get detected. The AI even decides, how many
troops are needed and which groups needs to be sent there.

Ill think on that one ::)

BTW I didnt make AIcontrol.sqs Bremmer made that. Im working on the smarter AI  trench warfare script ;D

Zay out
« Last Edit: 06 Mar 2003, 21:55:24 by Zayfod »
"I have come here to kick ass and chew bubble gum......an I'm all outta bubble gum!"

Offline Spinor

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Re:Knowsabout
« Reply #14 on: 06 Mar 2003, 22:47:19 »
Quote
I know CoC have made it so u (as player and head of command) have control and situation reports over multiple AI groups but dunno if the all the friendly AI groups are actually aware of where all the other friendly AI groups are.
In the Command Engine from CoC, the information about detected enemies is obtained with a "XXX detected by YYY" trigger that supplies a list of all detected enemy units (not bothering by which group they are actually detected). This information is not transmitted to other AI groups though, it is only used for displaying enemies on the players map.

Quote
The knowledge is only there for a split second and a group can't act on the knowledge (.ie, does not show up in their target menu).  What I'm looking for is all players on a side to have the knowledge of all players on their side, like a traditional rts.  I guess as it stands now each group is a separate entity and all they do is check if another group is friendly or not in order to fire on them.
Using an "XXX detected by YYY" trigger, I think one can achieve such a perfect knowledge transfer as you desire (pseudo code):
Code: [Select]
{_y = _x; {_y reveal _x} forEach AllDetectedEnemies} forEach AllFriendlies
(I hope this works out of the box). The idea is simply to reveal every detected enemy to every friendly unit. Should be used continually in intervals. As it stands it will probably use a lot of CPU power as the transfer is instantaneously for all units.

I think the way the transmitted knowledge is handled depends on the distance between the friendly and the enemy. If the enemy is too far away, the friendly group simply doesnÂ't bother. On the other hand revealing a nearby unit, does have an effect, i.e. the newly known enemy is taken into account.

Spinor from CoC