Forged Alliance Forever Forged Alliance Forever Forums 2017-05-29T15:52:12+02:00 /feed.php?f=3&t=14651 2017-05-29T15:52:12+02:00 2017-05-29T15:52:12+02:00 /viewtopic.php?t=14651&p=149862#p149862 <![CDATA[Re: Sorian AI on adaptive maps]]> No further description is needed then.

Statistics: Posted by Uveso — 29 May 2017, 15:52


]]>
2017-05-29T13:29:06+02:00 2017-05-29T13:29:06+02:00 /viewtopic.php?t=14651&p=149850#p149850 <![CDATA[Re: Sorian AI on adaptive maps]]> Statistics: Posted by PhilipJFry — 29 May 2017, 13:29


]]>
2017-05-29T13:20:43+02:00 2017-05-29T13:20:43+02:00 /viewtopic.php?t=14651&p=149849#p149849 <![CDATA[Re: Sorian AI on adaptive maps]]>
Its maybe a good idea to delete these markers from the map, if they don't work at all. ?

Statistics: Posted by Uveso — 29 May 2017, 13:20


]]>
2017-05-29T12:42:10+02:00 2017-05-29T12:42:10+02:00 /viewtopic.php?t=14651&p=149843#p149843 <![CDATA[Re: Sorian AI on adaptive maps]]>
The AI marker that can be found in some of the adaptive maps are leftovers from the original map before it was converted into an adaptive map. The missing table entries is most certainly a consequence of my use of ozonex map editor to symmetrize the (mass and hydro) marker placement. The editor is still in alpha phase and doesnt necessarily save all data correctly.

The adaptive maps never supported sorian AI and they probably never will, except someone comes up with a way to generate the appropriate markers and makes the adjustments for all maps (I wont do that).

Statistics: Posted by CookieNoob — 29 May 2017, 12:42


]]>
2017-05-29T12:34:05+02:00 2017-05-29T12:34:05+02:00 /viewtopic.php?t=14651&p=149841#p149841 <![CDATA[Re: Sorian AI on adaptive maps]]>
Code:
                ['AirPN01'] = {
                    ['hint'] = BOOLEAN( true ),
                    ['graph'] = STRING( 'DefaultAir' ),
                    ['adjacentTo'] = STRING( 'AirPN00 AirPN02 AirPN18 AirPN11 AirPN12' ),
                    ['color'] = STRING( 'ffffffff' ),
                    ['type'] = STRING( 'Air Path Node' ),
                    ['prop'] = STRING( '/env/common/props/markers/M_Path_prop.bp' ),
                    ['orientation'] = VECTOR3( 0, 0.000602126, 0 ),
                    ['position'] = VECTOR3( 366.557, 18.6719, 863.39 ),
                },


And here the same marker inside adaptive seton's clutch:
Code:
                ['AirPN01'] = {
                    ['hint'] = BOOLEAN( true ),
                    ['color'] = STRING( 'FF808000' ),
                    ['type'] = STRING( 'Air Path Node' ),
                    ['prop'] = STRING( '/env/common/props/markers/M_Path_prop.bp' ),
                    ['orientation'] = VECTOR3( 0, -0, 0 ),
                    ['position'] = VECTOR3( 366.5, 18.6719, 863.5 ),
                },


As you can see, there are 2 table indexes missing:
Code:
                    ['graph'] = STRING( 'DefaultAir' ),
                    ['adjacentTo'] = STRING( 'AirPN00 AirPN02 AirPN18 AirPN11 AirPN12' ),


Here is line 1360 from aiattackutilities.lua ("graph" is used as Tableindex here)
Code:
            ScenarioInfo.PathGraphs[gk][marker.graph] = ScenarioInfo.PathGraphs[gk][marker.graph] or {}


So, yes there are errors because of missing tablevalues inside "adaptive_setons_clutch_save.lua"

Statistics: Posted by Uveso — 29 May 2017, 12:34


]]>
2017-05-27T11:14:27+02:00 2017-05-27T11:14:27+02:00 /viewtopic.php?t=14651&p=149686#p149686 <![CDATA[Sorian AI on adaptive maps]]> noticed these two errors when running a game with the sorian AIx on adaptive Setons
Code:
WARNING: Error running lua script: ...orever\gamedata\lua.nx2\lua\ai\aiattackutilities.lua(1360): table index is nil
         stack traceback:
            ...orever\gamedata\lua.nx2\lua\ai\aiattackutilities.lua(1360): in function `GetPathGraphs'
            ...orever\gamedata\lua.nx2\lua\ai\aiattackutilities.lua(1388): in function `GetClosestPathNodeInRadiusByLayer'
            ...orever\gamedata\lua.nx2\lua\ai\aiattackutilities.lua(1300): in function `PlatoonGenerateSafePathTo'
            ...amedata\lua.nx2\lua\editor\sorianbuildconditions.lua(86): in function `IsIslandMap'
            ...ua.nx2\lua\ai\aibasetemplates\sorianmainbalanced.lua(237): in function `FirstBaseFunction'
            ...amedata\lua.nx2\lua\ai\aiarchetype-managerloader.lua(24): in function `GetHighestBuilder'
            ...amedata\lua.nx2\lua\ai\aiarchetype-managerloader.lua(92): in function `SetupMainBase'
            ...amedata\lua.nx2\lua\ai\aiarchetype-managerloader.lua(65): in function `ExecutePlan'
            ...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua(795): in function `ExecutePlan'
            ...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua(766): in function `EvaluateAIPlanList'
            ...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua(741): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua:732>

Code:
WARNING: Error running lua script: ...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua(3941): *TRIGGER ERROR: Must use unique names for new triggers- Supplied name: SkirmishUnderEnergyThresholdSorian
         stack traceback:
            [C]: in function `error'
            ...\faforever\gamedata\lua.nx2\lua\scenariotriggers.lua(234): in function `CreateArmyStatTrigger'
            ...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua(3941): in function `SetupUnderEnergyStatTriggerSorian'
            ...amedata\lua.nx2\lua\ai\aiarchetype-managerloader.lua(58): in function `ExecutePlan'
            ...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua(795): in function `ExecutePlan'
            ...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua(777): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\aibrain.lua:772>
INFO: playable area coordinates are { 0, 0, 1024, 1024 }

Statistics: Posted by PhilipJFry — 27 May 2017, 11:14


]]>