How does the obilisk choose its targets? [message #355982] |
Mon, 27 October 2008 10:50 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
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General (3 Stars) |
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Does anyone know how the obilisk chooses its targets? Is it simply any random GameObject * that isn't it's own team and within range, or does it have a priority? Is there any intelligence in decision making, or is it random?
Just curious...
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Re: How does the obilisk choose its targets? [message #355984 is a reply to message #355982] |
Mon, 27 October 2008 11:04 |
StealthEye
Messages: 2518 Registered: May 2006 Location: The Netherlands
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General (2 Stars) |
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Basically it fires at the object that came in sight first. If that object goes out of sight it will target at the one it finds first. This is probably the oldest object (which has the lowest id), but it may be quite random as well, not sure about that. So in general you can only predict that it targets at the first object in sight.
Note that it checks in 0.5 second delays, so sometimes it will not detect that an object goes out of sight (thus keep the same target) or it will "see" two objects going in sight at the same time. In that case it will be virtually random again, see above.
So basically it doesn't have intelligence in target prediction.
So every 0.5 seconds:
- If the previously targeted object is still visible, keep targeting it.
- Otherwise, target the first visible object found. (order for finding objects is not defined).
Well, I just explained it three times, but I still feel it's not very clear. If you got any followup questions, ask.
BlackIntel admin/founder/coder
Please visit http://www.blackintel.org/
[Updated on: Mon, 27 October 2008 11:04] Report message to a moderator
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Re: How does the obilisk choose its targets? [message #356154 is a reply to message #355984] |
Tue, 28 October 2008 12:46 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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StealthEye wrote on Mon, 27 October 2008 13:04 | Basically it fires at the object that came in sight first. If that object goes out of sight it will target at the one it finds first. This is probably the oldest object (which has the lowest id), but it may be quite random as well, not sure about that. So in general you can only predict that it targets at the first object in sight.
Note that it checks in 0.5 second delays, so sometimes it will not detect that an object goes out of sight (thus keep the same target) or it will "see" two objects going in sight at the same time. In that case it will be virtually random again, see above.
So basically it doesn't have intelligence in target prediction.
So every 0.5 seconds:
- If the previously targeted object is still visible, keep targeting it.
- Otherwise, target the first visible object found. (order for finding objects is not defined).
Well, I just explained it three times, but I still feel it's not very clear. If you got any followup questions, ask.
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It that through reverse engineering, or educated guess?
I've always though the Obilisk could do with some intelligence when choosing targets, more so then the AGT.
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Re: How does the obilisk choose its targets? [message #356162 is a reply to message #355982] |
Tue, 28 October 2008 13:35 |
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reborn
Messages: 3231 Registered: September 2004 Location: uk - london
Karma: 0
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General (3 Stars) |
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Me too, an intelligent base defence could impact games massively. Infact, whilst some players would pick up on this, I fear all it would largely accomplish is thwarted efforts of teamwork. Probably best to leave it alone, but it's interesting all the same.
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Re: How does the obilisk choose its targets? [message #356176 is a reply to message #355982] |
Tue, 28 October 2008 15:43 |
w0dka
Messages: 181 Registered: March 2006 Location: Leipzig, Germany
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Recruit |
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pseudoalgorithm:
Obelisc loads on enemy entering line of sight.
On OBELISC_loaded get hpvalue of all units in line of fire && range
sort after min hits.
exclude all units from possible target list that need more hits then the lowest hp one.
sort all units that will die in least possible hits for vehicles, no vehicle found choose infantrypriority list. if vehicle found use vehicle priority list.
vehicle priority list:
Mammoth
Flamer
APC
Stank
Med & Light
Art & MLRS
Buggy & Hmvee
inf. priority list:
Hotwire& tech
Units sorted after cost.
if there are more wounded mammys or such things ob will always choose that with lowest hp, or if all the same that closest to ob.
/repeat till nothing in line of sight.
just my idea after thinking 5 mins....
in my experience the ob chooses the the last entering'/ farthest away object. Remember a match on field where we mammycharge them. one mammy stayed and shelled the hon while all others charge in and nuke the ob/rest of base. The ob only tried to hit the honmammy. But 'cause of feeled like 6 hotwires he didn't die.
Thanks.
[Updated on: Tue, 28 October 2008 15:46] Report message to a moderator
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Re: How does the obilisk choose its targets? [message #356800 is a reply to message #356162] |
Sat, 01 November 2008 22:19 |
Genesis2001
Messages: 1397 Registered: August 2006
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General (1 Star) |
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reborn wrote on Tue, 28 October 2008 13:35 | Me too, an intelligent base defence could impact games massively. Infact, whilst some players would pick up on this, I fear all it would largely accomplish is thwarted efforts of teamwork. Probably best to leave it alone, but it's interesting all the same.
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Didn't I release a base defense script to you for C&C Reborn? :\ lol
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Re: How does the obilisk choose its targets? [message #356817 is a reply to message #355982] |
Sun, 02 November 2008 02:58 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
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General (1 Star) |
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If players' object IDs are the same as their pIDs (which are from 1 onwards) then possibly the reason the obby targets them first is because it scans object IDs upwards.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: How does the obilisk choose its targets? [message #356914 is a reply to message #355982] |
Sun, 02 November 2008 14:20 |
Genesis2001
Messages: 1397 Registered: August 2006
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General (1 Star) |
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I just remembered... My base defense scripts were meant for secondary base defenses
Not primary ones :\ lol
Anyway..My scripts make it so base-defenses come in 4 types. (anti-inf, anti-air, anti-veh, and general defense)
They've got an internal targeting system that determines what to shoot at based upon the priority level the Enemy_Seen event "sees" - it stores one target's ID and if it sees another one (and it's bound to see more than one ...) It goes through a check to determine whether it's a higher priority target.
* Note: These AI Scripts are based upon a conversation with danpaul88 shortly after he showed off his AI through a Video for Apocalypse Rising. (I asked him how I could make my own AI Scripts and he told me how he did it for AR...so, Credits go to AR/dp88, I think)
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