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How to: script Artificial Intelligence
#8
(06-19-2012, 02:59 PM)Alblaka Wrote:  I fixed this issue by adding a self.frame check to the condition, but this bug sort of means the AI script of ID #1 runs for 1 frame of ID #2 (or is the DvA input simply being carried over for a single frame by engine?)
i think its the engine
check it by printing the DdA
print(self.DdA)
0(blank) is nothing
1(smiley) is defend pressed
2(filled smiley) is defend down pressed
3(heart) is defend down attack pressed

the value should go back to 0 once the input has been accepted (by a hit_Da)
or voided by pressing a different key
for some cases this doesnt seem to happen (think woody: D>A+J will do both blasts and tiger dash)

(06-19-2012, 02:59 PM)Alblaka Wrote:  On a sidenote, kudos for the flawless execution and easyly installation. Took me 5 minutes to get the setup running... Now I can turn my chars into actual companions/opponents :3
hell yes!

edit:
Quote:Damnit, couldn't you say that earlier?! XD
reward for reading that far

edit: nope, loadTarget is currently only returning -1 - but the function itself works - so you can check for something else than the type (state/team may work)
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RE: How to: script Artificial Intelligence - by YinYin - 06-19-2012, 03:19 PM



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