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Author Topic: [AI coding]AIScriptpad2.0 Support Thread  (Read 76162 times)
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NEWB
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« Reply #45 on: September 18, 2013, 04:46:43 PM »


I know.  You said you couldn't a few posts ago.  Don't worry about it.

Man this thing is awesome!  I can't wait to have the minus AI coded better!  I will really be able to get behind this once I figure it out.
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Bero
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    « Reply #46 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.
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    Kneato
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    « Reply #47 on: September 24, 2013, 11:49:10 AM »


    Hey Bero. Kudos on making such a slick program. I have a problem though and googling around hasn't helped that much.

    1: Where is the AIMain file located? When I open up a character's MotionEtc, all I see are the AIPD, ATKD, and routine files.

    2: One of your comments says this program utilizes common3, MotionEtc, and Fighter.pac files. Where are fighter.pac files located? They aren't the "FitCaptain.pac" or "FitLuigi.pac" type files are they?

    Thanks!
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    Bero
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    « Reply #48 on: September 24, 2013, 05:26:20 PM »


    A.
    1. AIMain file is located in FitChar(Motion)Etc/FitCharEtc/ai_char/MiscData[2].
    BJ's BrawlBox displays it as "CE", which is a name based on my misunderstanding 2 years ago.

    2. You can find Fighter.pac in Disc/fighter/Fighter.pac. Fighter.pac is also buried in common3 so editing Fighter.pac is the same thing as editing common3. File Patch Code cannot load Disc/fighter/Fighter.pac and you will have to edit common3 if you would like to change overall AI behavior.

    Further questions are of course OK.
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    NEWB
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    « Reply #49 on: September 25, 2013, 12:14:08 AM »


    Thanks Bero!  Works much better now.  I will now try to tell the AI to do side b for some other characters in minus.  Will come back for assistance if needed.

    Post Merge: September 25, 2013, 10:10:06 AM
    Having an issue with squirtle's AI. I want to copy paste you did to Mario and put it in squirtle, but the poketrainer is organized differently.  If you can point me to where squirtle uses up b to recover, I can make the change.  Probably.
    « Last Edit: September 25, 2013, 10:10:06 AM by NEWB » Logged

    Albafika
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    « Reply #50 on: September 25, 2013, 10:12:49 AM »


    Ohh boy, now I know how I'll waste my free time. Thanks for sharing, Bero!
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    Kneato
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    « Reply #51 on: September 25, 2013, 02:26:18 PM »


    Thanks Bero! That makes much more sense. Another question sir. What exactly is the function of * in this language? For example this snippet "var14*=-1" what exactly does it do?
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    Bero
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    « Reply #52 on: September 25, 2013, 04:32:29 PM »


    @NEWB
    Squirtle doesn't overrides default recovery AI so you have to take 2040 from common3 and paste it in Squirtle's source folder. Then, you can edit it as you'd like.

    @Albafika
    The language is easy to understand so you may not waste so much time Wink

    @Kneato
    It works like other programming language. * means "multiply" so "var14*=-1" means "change sign of var14".
    « Last Edit: September 25, 2013, 04:36:18 PM by Bero » Logged

    NEWB
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    « Reply #53 on: September 25, 2013, 05:38:44 PM »


    I take the entire 2040 and paste it in squirtle's motion or poketrainer's motion?  I assume squirtle's.

    Post Merge: September 25, 2013, 05:56:06 PM
    I'm not sure how to add it in with brawl box.  I exported 2040 from common3, fighter, aicommon, events.  That is the 2040 I found.  I don't know how to add into squirtle's motion.  I know how to replace existing things, but not add them in.  Do I just play with the import button?
    I should probably upgrade brawl box from 0.68c to 0.68d.
    « Last Edit: September 25, 2013, 06:46:12 PM by NEWB » Logged

    Bero
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    « Reply #54 on: September 25, 2013, 08:22:32 PM »


    Please use AIScriptpad2.0. Rebuilder of BrawlBox is made by me and it contains bugs.

    First, create project specifying common3. It automatically exports scripts into source folder.
    Then, create project of squirtle and copy 2040.as from common3 source folder and paste it in squirtle's source folder. Then, press Tool->Full build and squirtle's pac file is built in "Build" folder.

    EDIT:
    Squirtle's pac file is FitPokeZenigameMotionEtc.pac
    « Last Edit: September 25, 2013, 08:24:58 PM by Bero » Logged

    E-scope12
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    « Reply #55 on: September 27, 2013, 12:11:41 PM »


    What about Brawl stages for this program?
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    Mr. AI | Sluigi123
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    « Reply #56 on: September 27, 2013, 04:26:31 PM »


    Let's say you're modifying Fox's Up-B recovery tactics. If I want to have the AI have a limitation of directing Fox between angles during startup of his UpB, how would you code it for it work?
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    Bero
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    « Reply #57 on: September 27, 2013, 05:44:21 PM »


    @E-scope12
    Could you explain what you mean by "stage" more specifically?

    @sluigi123
    I would find the position where Fox uses up B and write like this:
    if var0 > 0.5
        var0=0.5
    elif var0 < 0.3
        var0=0.3
    endif
    if var1 > 0.5
        var1=0.5
    elif var1 < 0.3
        var1=0.3
    endif
    AbsStick var0 var1

    I'm not sure if I answered your question though.
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    NEWB
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    « Reply #58 on: September 28, 2013, 04:16:44 PM »


    Having issues with squirtle.  For using up b, like Mario, do I need to edit the same label number?

    Squirtle's up behaves like Mario!s in minus, except holding b gets him more air instead of the attack repeating.  I added button b like you did to Mario at the end before Finsh and now, he uses Neutral instead of up b.  I assume I edited the wrong label.
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    Bero
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    « Reply #59 on: September 28, 2013, 05:23:41 PM »


    I think yes.
    If I remember correctly, the label number was 2.
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