| 05-11-2004, 10:05 AM | #1 |
Does anyone know of a way to detect doodads from an .ai script, except making a trigger scan the map and communicate the doodads to the .ai script? I was trying to model unit vision in an .ai script. But it seems that the unit will only be able to see other units and not stuff like trees... :( Anyone got any idea how this problem best can be solved? |
| 05-11-2004, 10:12 AM | #2 |
Eh, what is the difference between a doodad and a destructable? |
| 05-11-2004, 10:51 AM | #3 |
eh, no need ter, eh...double post, eh...use...um...edit button, yeah doodads are fixed, they can't be changed, destructibles can be destroyed (duh?) |
| 05-11-2004, 11:13 AM | #4 |
I was thinking more like, how would I detect their existance from triggers or ai. I found out that destructables can be detected from triggers. I also found out that there is lots of things that are neighter detected as units or destructables, like neutral buildings. Argh... |
| 05-11-2004, 11:53 AM | #5 |
well, there is no trigger for detecting a doodad, but im actually not quite sure check the destructible triggers to see if there's an option for doodads. i don't think u can remove passive doodads in the middle of a game or whatever you're looking for |
| 05-11-2004, 12:33 PM | #6 |
Don't really want to remove anything, just detect the existans of. I think I will leave the doodads to their own bussiness and investigate AMAI scanning algorithms instead... |
| 05-11-2004, 04:59 PM | #7 |
The bad thing with destructables in AI is that the only native to get them takes code and that means it is useless in AI. The only way I can see is to use triggers and gamecache to pass the destructables to the AI. |
| 05-11-2004, 08:04 PM | #8 |
I know way how to detect cliffs / doodads - I had posted several replies about it four mounths ago. That algorythm allows game to detect any object (including doodads and cliffs). Units / destructibles can be filtered off. If i found link, I'll post it. |
