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Author Topic: [AI coding]AIScriptpad2.0 Support Thread  (Read 22337 times)
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Bero
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    « Reply #15 on: September 13, 2013, 10:50:27 AM »


    To implement that feature, we need to do following things:
    Copy recovery routine(ID:2010 and 2040) from Fighter.pac
    Edit up b section

    Basically, when you perform some attack, the system automatically quits current script and arbitrarily goes to other scripts. Thanks to your post, I noticed that Pikachu could use up b properly though it needs another input after up b. It is worth looking into and after I find something, I will tell you how to make Mario use up b properly.
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    DoctorFlux(Mariodk)
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    « Reply #16 on: September 13, 2013, 11:49:15 AM »


    this program will sure be usefull for me

    so i can make a AI for goku moveset to use kamehameha right

    also is it possible to make a AI to use Taunt if a Mode is actived?
    like if the CPU flashing yellow and thats a sign on the mode is actived (like SSJ mode for vegeta PSA) or
     if the PSA got moveset changer on PSA as a taunt the AI will use that taunt sometimes and the AI know how to use the new moves  ?


    and is it possible to change Olimar´s AI
    since i heard that one was hard code so even if got someone over olimar like a .rel port
    it will keep using N-B all time
    « Last Edit: September 13, 2013, 11:52:14 AM by Mariodk » Logged

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    Bero
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    « Reply #17 on: September 13, 2013, 11:57:10 AM »


    CPU's  taunt is controlled by the system and cannot be controlled by scripts by default.
    Also, to know variables used in PSA, we have to make codes to get the information.
    But yes, you could make Goku use Kamehameha using this program if it doesn't require complicated input.
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    Leon Exodio
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    « Reply #18 on: September 13, 2013, 12:05:53 PM »


    i may mess around with this looks interesting
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    Bero
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    « Reply #19 on: September 13, 2013, 12:18:17 PM »


    @Leon Exodio
    I hope you would like it:)

    @NEWB
    Could you tell me the second-input frame?
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    NEWB
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    « Reply #20 on: September 13, 2013, 03:54:56 PM »


    Figuring that out.  Do you want my motionfile?
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    Bero
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    « Reply #21 on: September 13, 2013, 04:36:10 PM »


    It would be helpful if you could give it to me.
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    StupidMarioFan1
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    « Reply #22 on: September 13, 2013, 04:58:42 PM »


    Damn it'd be nice to figure this out once I finish SM64 Moveset, or one of my other WIP severally modified movesets, like Dream Luigi over Bowser or Mario & Luigi over Ice Climbers. Plus we can finally make it so CPUs don't constantly use the Mario Tornado to try and load Fludd when they're on the other side of the map. XD
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    NEWB
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    « Reply #23 on: September 13, 2013, 05:37:33 PM »


    The link to it is here.  https://www.dropbox.com/sh/v3xj8wxabn239mj/fmasIsEZ5z/private/wii/app/rsbe/pf/fighter/mario

    Post Merge: September 14, 2013, 07:55:16 PM
    Does this work for bosses?
    « Last Edit: September 14, 2013, 07:55:16 PM by NEWB » Logged

    Bero
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    « Reply #24 on: September 14, 2013, 08:30:46 PM »


    Sorry, I haven't worked on it yet. I may work on it in a day or two.
    As for bosses, I'm not sure but I think it won't work.
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    Akeno/Archer
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    « Reply #25 on: September 15, 2013, 11:41:07 AM »


    I heard there was a contest of which one would make the best CPU character... Is it with this program that the CPUs were "made"?
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    complexity == fun

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    « Reply #26 on: September 15, 2013, 12:22:42 PM »


    *looks at screenshots*
    *mashes the download button*
    « Last Edit: September 15, 2013, 12:24:44 PM by DarkPika » Logged


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    Bero
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    « Reply #27 on: September 15, 2013, 10:55:23 PM »


    @Akeno-sempai
    Yes, this must be. AIS is the only AI editor that is published.

    @DarkPika
    Thank you. If you have any requests, feel free posting it!

    @NEWB
    https://www.dropbox.com/s/2yeumu4b0pogs4e/ai_mario.pac
    Please replace FitMarioMotionEtc/FitMarioEtc/ai_mario with this.
    All I did is to write 1 line to a script from Fighter.pac which handles recovery.
    This is the part of source:
    Code:
    label _2
    if !(InAir) || Falling
        Finish
    endif
    GetRndPointOnStage var0
    if !(FrameGE 4)
        var3=var1+(-10)
        if YCoord < var3
            GetNearestCliff var0
        endif
    endif
    if XCoord < var0
        AbsStick 1
    else
        AbsStick (-1)
    endif
    Button B
    if FrameGE 25
        Finish
    endif
    Return
    This is a section which deals with the situation after using up B.
    I added this line:Button B
    With this line, Mario holds B button while using up B.
    I tested this code and confirmed Mario used second up B.
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    NEWB
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    « Reply #28 on: September 15, 2013, 11:57:20 PM »


    Thanks so much!  Still studying the tutorials.  I want to learn how this works to help the brawl minus team.  When I need help understanding it, I will ask.

    Post Merge: September 16, 2013, 12:40:40 AM
    Does Mario know that he can reverse directions?  That he can go left and then go right with the second upb?  Does he also know that if he overshoots the ledge that he doesn't need to use it twice?
    « Last Edit: September 16, 2013, 12:40:40 AM by NEWB » Logged

    Bero
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    « Reply #29 on: September 16, 2013, 12:54:04 AM »


    No, I have little time now and didn't implement them.
    To implement direction change, I would write like this:
    label _2
    if Rnd < 0.5    //50% right
        var4=1
    else    //50% left
        var4=-1
    endif
    label
    ...    //the same as previous post
    Button B
    AbsStick var4 1    //input stick

    To implement only 1 input, I would write like this:
    label _2
    ...
    GetNearestCliff var0    //var0=Nearest Cliff X coordinate, var1=Nearest Cliff Y coordinate
    if YCoord < var1
        Button B
    endif

    However I didn't test these codes.
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