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11. Keep in mind that there are generic teams for each faction. For example, the original scripts make use of the teamSkirmishAmerica generic team to use a commandbutton ability. You can often use the generic team if the object(s) you want to command are not in a team.
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News:

» We have a temporary downloads section!
Posted April 14, 2008. By Banshee.


Hello everyone! Once in a while, a miracle happens and I pay a visit to this site (aka Script Develpment Initiative, for those who are looking at CnCGuild/Revora). Last time, in the last year, I've fixed the new network bar. Today I've noticed that the situation was far worse. The news wasn't even displaying, there was a long dead banner still trying to show up (and giving a big 404 error on its face) and the Padbfile thing will never be restored.

So, it was time to act, I thought. And the action happened:


-> News was restored.

-> I've made a temporary downloads section, although some of the contents there I have no clue on what do they do. And I didn't add an old version of Akkrand's AI.

-> The dead banner will no longer bug you with 404 errors.


And that's it. This site is old, hardly updated, but still fully functional.

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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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» Birth Of A New Network
Posted July 3, 2004. By Mithril.
The Origin Network and CNC Guild have merged, forming Revora Creative Network. These are the new things:

-Adding new music tutorial for both regular Generals and Zero Hour

-16 Player Map made by Chris Kuja. This allows you to script a total of 16 factions, the World Builder would normally only allow the scripting of 14.

-New tips, also some quotes from our advisor RVMECH


Future Plans:

The SDI is currently very specialized. Zero Hour is getting older, and EALA is working on Lord of the Rings: Battle for Middle Earth.

The AI in BfME is rumoured to be very effective, which is one of the reasons why the SDI will provide AI scripting support to this new SAGE experience. Full support and advice for Zero Hour AI's will of course still be granted without restrictions.

The AI in Half Life 2 is, as far as I can remember, using neuro nets - an advanced and effective AI approach. It is quite likely that we will provide help and advice for that magnificent AI too. So stay tuned, and please don't hesitate to discuss any related issues in our forum.

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