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31  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 24, 2013, 02:57:41 AM
https://www.dropbox.com/s/4usnwtgfl2grg29/FitMarioMotionEtc.pac
I haven't tested this so I can't guarantee if it works.

I can use my PC now but can't use wii until September 30th.
32  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 18, 2013, 03:22:25 PM
@NEWB
I'm sorry but I am using smart phone to post here and cannot use my PC for 4 days.
When I return home, I will post the script.

@Tailsmiles249
It's an inherent issue.
The AI system cancels execution when the character performs attack.
To avoid it, you have to edit AIPD to load only 1 routine when on stage.
However, it means you have to write all the moves in one script.
33  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 16, 2013, 08:05:23 PM
It's very personal reason that I have club activity event in my university.
After that, I return home for 1 week.
I usually work using desktop PC so I cannot touch it.
34  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 16, 2013, 07:05:31 PM
It doesn't always return ledge coordinate. Stages like Summit don't have ledge and this command returns the left or right end of the floor on which CPU is.
If you want to get coordinates of ledge, use GetNearestHangable.
I didn't know the term 'ledge' when I found this command so I named like this.
35  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 16, 2013, 06:20:39 PM
@ NaOH
My previous version had many problems like complex syntax, UI bugs, and this is the largest, lacked much information which was necessary to implement AI.
This version solves these problems. So I hope many people use this.

@Tailsmiles249
If you would like to know distance between platform and the CPU, "GetNearestCliff" is useful. It returns nearest cliff coordinates into specified variables. For example,
GetNearestCliff var3
results in that var3=nearest cliff x coordinate, and var4=nearest cliff y coordinate.
If the stage is flat, this will work fine with your code.

Have you already learned AI coding!?
36  Help & Tutorials / General Tutorials / Re: How to Make CPUs Have a Max AI on: September 16, 2013, 05:18:36 PM
I'm looking forward to it too:)

By the way, CPU doesn't learn players' behavior.
In AIMain and ASM code, such part doesn't exist. Indeed, CPU spams one action in certain situations, which is often taken advantage of by players.
37  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 16, 2013, 01:57:43 PM
@DarkPika
I'm a little feared by your word 'complex' Smiley
But I will do my best when you give me feedback though I cannot touch my PC for 2 weeks from now.

@NEWB
Yes, please place correspond part there. To be more specific, lines after "label _2" and before "Button B".
However the code isn't tested so you may have to do trial-error.
38  Help & Tutorials / General Tutorials / Re: How to Make CPUs Have a Max AI on: September 16, 2013, 03:05:01 AM
@NaOH
I saw your thread for the first time. I'm very glad to see that many people were interested in AI coding.
I updated AIScriptpad recently. This is the support thread:http://forums.kc-mm.com/index.php?topic=62818.0

By the way, I'm afraid to say but the code doesn't make CPU smart.
CPU's behavior is defined in AIMain scripts which are shared among all the levels.
Level value is used like this : Some moves are disabled in low levels and level 9 unlocks all the moves. Also, AIMain scripts are adjusted to work best at level 9.
39  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 16, 2013, 02:05:04 AM
As I wrote in tutorial, AIScriptpad loads FitChar(Motion)Etc.pac, common3.pac, and Fighter.pac. After the program loads these pacs, it automatically exports scripts. After that, you can edit them.
After you make a project, you won't have to do these steps next time.
40  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread 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.
41  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread 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.
42  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread 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.
43  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread on: September 13, 2013, 04:36:10 PM
It would be helpful if you could give it to me.
44  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread 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?
45  Super Smash Bros. Brawl Hacking / Programming / Re: [AI coding]AIScriptpad2.0 Support Thread 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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