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» Akkrand AI Update 1.15 + TFH + NoSilence SCB
Posted August 29, 2004. By Mithril.
The already famous "Lightning" Akkrand has worked on his AI again and advanced to version 1.15. He didn't say much about the changes - however there is evidence to assume that he has improved the plane and bombtruck AI. Grab his AI HERE.
There's also a new file available; the No Silence between Music ZH Scripts. Ever wondered why there's such a long silence between the music tracks? Well this .scb reduces the silence length effectively - you won't be playing without listening to the ZH tracks often.
Furthermore there's a huge update over at The Finest Hour. They have an ingame shot of the Ferdinand\Elephant, renders and ingame shots of the French Popup Turret, firing 135mm grenades, a new fuel tank system that will allow the player to target a part of a vehicle designated as its fuel storage tank with a generals ability, the destruction of that fuel tank takes the vehicle with it! Finally there is a preview of a USA mission map and a render of the M18 Hellcat.
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» Akkrand AI Update 1.13 + TFH Contest
Posted August 16, 2004. By Mithril.
Again, Lightning Akkrand has updated his AI, grab it here
This new version contains even further enhancments to the dynamic attack path system. He has submitted those scripts for others to adapt to their AI's - a proper download with documentation will become available in an amount of time. For now, read about his new changes or get his dynamic attack path scripts here.
The Finest Hour has announced the opening of a Concept Drawing Contest. Here is the official announcement:
"We have a contest for you today. TFH is stuck.. well Mongoose is the one who is stuck. He needs concept art for the German Tech Center. What he needs is for it to be clear and clean, not too much of a mess, with a fence and a medium sized land area. Would be a plus if you can include a V2 Rocket Pad. Feel free to submit any pieces of concept art without worrying too much about quality - MS Paint or similar programs are sufficient for this purpose. The most useful drawing will win a beta testing slot. The team will judge the drawings."
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» Akkrand AI Update 1.09 + Bombtrucks!
Posted August 10, 2004. By Mithril.
The Akkrand AI Version 1.09 is up, actually we can call him Lightning Akkrand now!
It includes some changes with the dynamic attack paths again, more refined logic and new battlebus behavior. Here's a quote from the thread:
"I've made a whole bunch of changes to the Dynamic Attack Paths that I use in my AI - it does a bunch of stuff with timers, counting how long each probe takes to get killed after it first gets attacked, and then comparing the timers of the various probe teams after they're all dead to determine which entrance to use... There are things that can screw it up a bit, but it seems to make more informed decisions, and it especially useful when there are multiple entrances flagged 'without defences', or if all the entrances are flagged 'with defences'..."
There's a new tutorial up as well, about Getting the Bombtruck to disguise properly. Now this isn't the best form of the solution, but as soon as you got the gist of this you will be able to fine tune the logic, like Akkrand did with the Dynamic attack paths.
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» Akkrand AI Update 1.05
Posted August 4, 2004. By Mithril.
Akkrand has made a new version of his AI again, he's lightning fast! It's version 1.5 now and includes a few changes with the bomb truck system - there will be a tutorial about this soon. Get his AI here.
Having had the necessity to edit a challenge map, I've been thinking about implementing the taunts for regular skirmish play. I've made a poll about it here. The total number of taunts that will be played for every general is roughly 500-600.
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