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News - 27/02/07

02-27-2007, 10:30 PM#1
Strategy Master
Hey all

AMAI 2.51 looks like its shaping up to be released soon. It features usual bug fixes, chinese language integration(finally that isn't spam), and wait for it... the damn blademaster hero harass you all want. It actually wasn't that hard to implement. Only an extra few lines to the harass code lol. But then again i only just fixed the bugs with the harass code so it all works nicely

Anyway testers a tech build will be released at some point soon so you can test it out and make sure its release worthy.
02-27-2007, 11:36 PM#2
Zycat
Quote:
Originally Posted by Strategy Master
AMAI 2.51 looks like its shaping up to be released soon. It features usual bug fixes, chinese language integration(finally that isn't spam), and wait for it... the damn blademaster hero harass you all want. It actually wasn't that hard to implement. Only an extra few lines to the harass code lol. But then again i only just fixed the bugs with the harass code so it all works nicely

'grats. It wasn't that hard to implement mine also, but you also must remember that if you give back the Blademaster to the regular A.I's control it won't do Wind Walk properly.

Next stop, Demon Hunter... then Warden, then Paladin, and so-on.... lol

Oh and on your Tech build can you turn off those annoying debug messages? It is _very_ annoying when trying to play against the A.I.

P.S Does your BM harass also picks up items?
02-28-2007, 01:52 AM#3
Eyepoke
gj ... its gonna be awesome :P~ i <3 both u guys AI keep up the work
02-28-2007, 09:45 AM#4
Strategy Master
@Zycat: In actual fact the harass code doesn't just work for the blademaster but it also works fine for any other unit that uses windwalk natively and will also be used when a unit tries to save himself from death. What i need to do now is modify the focus fire system so it takes care of units with windwalk.

Go to the global settings and change debugging to false from true. I dont bother doing that myself cause its a tech build and not a final release or beta build. Thats if u got the developer edition tech build and not the SE one. If thats the case ur stuck until i get out the next one.

Item buying from player shop u mean for blademaster? Cause yes the save hero controls take care of that nativly. Just had to make a small change for the lesser clarity potions so blademaster will restore its mana.
02-28-2007, 04:13 PM#5
Zycat
Quote:
Originally Posted by Strategy Master
Item buying from player shop u mean for blademaster? Cause yes the save hero controls take care of that nativly. Just had to make a small change for the lesser clarity potions so blademaster will restore its mana.

No, items left behind by creeps. I found no better way than using triggers and passing the items using command AI function, so I'm just looking for a better solution.
02-28-2007, 05:28 PM#6
Strategy Master
Yeah its not easy to control making sure heroes pick up items in the ai without outside trigger based work.
02-28-2007, 05:39 PM#7
Zycat
So far what I did in Blizzard.j (note that freeItemExists is a global)

Collapse JASS:
function H2I takes handle h returns integer
    return h
    return 0
endfunction

//===========================================================================
// Trigger: Items
//===========================================================================
function Trig_Items_Func002A takes nothing returns nothing
local item enumed = GetEnumItem()
local integer i = 0
    if GetPlayerController(GetItemPlayer(enumed)) != MAP_CONTROL_USER and GetPlayerController(GetItemPlayer(enumed)) != MAP_CONTROL_COMPUTER then
        set i = 0
        loop
            exitwhen i > 11
            if GetPlayerController(Player(i)) == MAP_CONTROL_COMPUTER then
                call CommandAI(Player(i), 2, H2I(enumed))
            endif
            set i = i + 1
        endloop
        if not freeItemsExists then
            set freeItemsExists = true
        endif
    endif
    set enumed = null
endfunction

function Trig_Items_Actions takes nothing returns nothing
local integer i = 0
    set freeItemsExists = false
    call EnumItemsInRect(bj_mapInitialPlayableArea, null, function Trig_Items_Func002A)
    if not freeItemsExists then
        set i = 0
        loop
            exitwhen i > 11
            if GetPlayerController(Player(i)) == MAP_CONTROL_COMPUTER then
                call CommandAI(Player(i), 3, 0)
            endif
            set i = i + 1
        endloop
    endif
endfunction

//===========================================================================
function InitTrig_Items takes nothing returns nothing
local trigger gg_trg_Items = CreateTrigger(  )
    call TriggerRegisterTimerEventPeriodic( gg_trg_Items, 1.00 )
    call TriggerAddAction( gg_trg_Items, function Trig_Items_Actions )
endfunction

Handle to Integer abuse :D then retrieve it with AI Commands.
03-04-2007, 02:16 PM#8
Strategy Master
Tech build updated so test out blademaster harass please people.

Much later than expected but i had quite a few major bugs crop up.

My efforts to get windwalk control properly used in focus fire controls so is used effectivly in all battles failed due to an issue that when recycling the windwalking units guard position he moves a little bit home before returning back to battle. Also i can't leave blademaster without the guard position as it breaks too many things, so for now i can't include this power.
03-05-2007, 02:51 PM#9
shadowstrike
I want to report some bugs with amai 2.51 Tech which is why it doesn't work on custom map. I edited a map by modifying some units but still the same name. When I play with amai 2.5.. the amai's don't go to the next tier and still tier 1 until the end of the game..:( . In the old amai (2.43) or even blizz AI this thing did not happen, this custom map played normally.

I hope this bug can be fixed, I like modifying units on a custom map.. and its fun.
Thankz I'm looking forward for the final released of AMAI 2.51. Keep up the good job
03-05-2007, 06:17 PM#10
Strategy Master
Known issue if u read the manual at the website. You need to use the latest melee patch data set and amai will work fine.

EDIT: its basically cause there is something that cant be built by races when you change patch data set so messes amai build systems up.
03-05-2007, 08:05 PM#11
Zycat
Quote:
Originally Posted by Strategy Master
My efforts to get windwalk control properly used in focus fire controls so is used effectivly in all battles failed due to an issue that when recycling the windwalking units guard position he moves a little bit home before returning back to battle. Also i can't leave blademaster without the guard position as it breaks too many things, so for now i can't include this power.

Have you tried calling AddAssault(1, BLADE_MASTER) right after RecycleGuardPosition(unit)?
03-05-2007, 09:08 PM#12
Strategy Master
@Zycat: Its a good idea, i'll see if forcing blademaster back into assault group helps.

EDIT: Ok works fine and dandily lol. Many thanks.
03-05-2007, 11:57 PM#13
Zycat
Quote:
Originally Posted by Strategy Master
@Zycat: Its a good idea, i'll see if forcing blademaster back into assault group helps.

EDIT: Ok works fine and dandily lol. Many thanks.

No problem, I'm using that too.