Game Development Community

Adding Computer Enemies for Single Player Mission.

by Rutger Van Dijk · in RTS Starter Kit · 08/08/2005 (6:20 am) · 27 replies

Hi,

another question. where and how should i add computer controlled enemies for a single player mission? i tried to search the forums; but couldn't find any clear help. should be out there somewhere right? =)

cheers,
Rutger
Page«First 1 2 Next»
#21
03/14/2007 (11:49 pm)
The other post lists the source code for making one.

Then when you add the AIplayer you can access all units and buildings from the two sets. :-)
#22
04/02/2007 (6:39 pm)
@ANYONE

does anyone have this working?

please let me know! :)
#23
05/12/2007 (12:41 am)
Hit me up if your looking for this...I know I found a post on a computer controlled AI and DO have it working in my VKIT Code...

at least I spawn AI units on my maps and they even attack me....HAHA

I will post it here if anyone asks me...(really to remind me)

www.enchantedrealmsllc.com
#24
05/12/2007 (6:11 am)
I would be very interested in whatever you may have. I looked at your webiste and could not order you VKIT kit. If you could post whatever resources you may have, I am sure everyone will profit.

THank you
#25
05/12/2007 (10:38 am)
RTSConnection.h


class AIRTSConnection : public RTSConnection
{
typedef RTSConnection Parent;
};

RTSConnection.cc

ConsoleFunction( addAI, S32 , 2, 3, "addAI( 'playerName'[, 'AIClassType'] );" )
{
// Create the player
AIRTSConnection *aiPlayer = new AIRTSConnection();
aiPlayer->registerObject();
aiPlayer->setGhostFrom(false);
aiPlayer->setGhostTo(false);
aiPlayer->setSendingEvents(false);
aiPlayer->setTranslatesStrings(true);
aiPlayer->setEstablished();

// Add the client to the AI group
SimGroup *g = Sim::getClientGroup();
g->addObject( aiPlayer );

return aiPlayer->getId();
}

In Script
$AI=addAI("bob");
$AI.onCliententergame();

Works liike a charm :-)
#26
05/12/2007 (11:42 am)
Yep that looks like the code :)

I will see what else I can post..otherwise the VKit (Beta) will be up soon...
#27
07/21/2007 (2:24 pm)
Well, an easy way which I did was to use the same code to spawn the existing player units. I did this a long time a ago, donno if I still remember it right. I set it to different player player groups in the dataBlock so the engine thinks it belongs to another player and the "Single player" can't control it.

I used scripting to control the the spawned enemy RTS units and no new AIRTSConnection required at all.

Kevin
Page«First 1 2 Next»