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New Methods to activating AI in MUGEN 1.0 (Read 10049 times)

Started by DNZRX768, September 15, 2011, 03:00:59 pm
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New Methods to activating AI in MUGEN 1.0
#1  September 15, 2011, 03:00:59 pm
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I know that there is a new way to activate the AI in MUGEN 1.0.

But I can not find any information about this fact.

Can anyone post a link or give me information about this new way of activating AIs?
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Re: New Methods to activating AI in MUGEN 1.0
#2  September 15, 2011, 03:04:28 pm
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AILevel

"triggerXXX = AiLevel" means CPU controlled, with AILevel going 1 to 8, depending on Difficulty settings in the Options.
"triggerXXX = !AiLevel" means human controlled.

No need for any AI activation shit with variables and all, AiLevel alone does the job.
Re: New Methods to activating AI in MUGEN 1.0
#3  September 15, 2011, 03:05:31 pm
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Could've sworn you asked this before.
Re: New Methods to activating AI in MUGEN 1.0
#4  September 15, 2011, 03:30:09 pm
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Re: New Methods to activating AI in MUGEN 1.0
#5  September 19, 2011, 05:01:36 am
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Quick way to convert WinMugen AI to 1.0+ is to re-write the variable and that's it jussayin.
Re: New Methods to activating AI in MUGEN 1.0
#6  September 21, 2011, 04:00:18 pm
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Cool, so it's easier to code now.   :D
Re: New Methods to activating AI in MUGEN 1.0
#7  September 21, 2011, 04:03:00 pm
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Cool, Sander is back. :D
Re: New Methods to activating AI in MUGEN 1.0
#8  September 25, 2011, 07:14:47 pm
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AILevel

"triggerXXX = AiLevel" means CPU controlled, with AILevel going 1 to 8, depending on Difficulty settings in the Options.
"triggerXXX = !AiLevel" means human controlled.

No need for any AI activation shit with variables and all, AiLevel alone does the job.

Is it possible that this will work:
Code:
[State -1, Activate AI]
type = VarSet
triggerall = var(59) = 0
triggerall = !isHelper
trigger1 = AiLevel = 8
v = 59
value = 1

This is a streamlined AI activation code when you are too lazy to completely redo your entire AI.
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Re: New Methods to activating AI in MUGEN 1.0
#9  September 25, 2011, 09:06:00 pm
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That will only activate if the player has their difficulty set to the highest level; simply using Ailevel will do.
Re: New Methods to activating AI in MUGEN 1.0
#10  September 26, 2011, 01:34:29 am
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You mean Ailevel without the equals sign?
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Re: New Methods to activating AI in MUGEN 1.0
#11  September 26, 2011, 01:36:04 am
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Yes.
Re: New Methods to activating AI in MUGEN 1.0
#12  September 26, 2011, 04:16:18 am
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Re: New Methods to activating AI in MUGEN 1.0
#13  September 26, 2011, 04:23:26 am
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or you could use batch replace
Re: New Methods to activating AI in MUGEN 1.0
#14  September 26, 2011, 04:37:11 am
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Re: New Methods to activating AI in MUGEN 1.0
#15  September 26, 2011, 04:47:50 am
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He means removing all occurrences of var(59) by batch changing them with your favorite text editor.

You just want all var(59)>=1 triggers to be changed by AiLevel in your CMD, right ?
- Just open your CMD in Notepad/Notepad++/Wordpad/whatever.
- Press Ctrl+H.
- First line : Search for var(59)>=1 (or var(59)=1, dunno which you're using).
- Second line : Replace by AiLevel.
- Press the "Replace All" button.
- You're done.

Time of process = 10 seconds.

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Re: New Methods to activating AI in MUGEN 1.0
#16  September 26, 2011, 04:50:25 am
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Because AILevel functions weirdly in Survival Mode, I don't do that, besides the fact that re-writing the var is even simpler, especially if you have .ST's where this var exists.

But, myah.


Anyway, ""AILevel>0"", ""AILevel!=0"", and ""AILevel"" all mean the same thing.

""AILevel=0"" and ""!AILevel"" both mean the same thing.
Re: New Methods to activating AI in MUGEN 1.0
#17  September 26, 2011, 04:57:57 am
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Re: New Methods to activating AI in MUGEN 1.0
#18  September 26, 2011, 05:12:02 am
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I think i encountered issues using AILevel > 0, i should retest that but iirc it didn't work or threw an error. Had to use != 0 instead. Must look into that again


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Re: New Methods to activating AI in MUGEN 1.0
#19  September 26, 2011, 05:54:44 am
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Never Mind. Cracked open Mugen.CFG and screwed around with AI Ramping.

In survival mode, AILevel is defaulted to start at level 1, win 2 rounds, level 2, win 2 more rounds, level 3, etcetera until level 8. It basically ignores the option menu's difficulty setting.

To override that entirely I just keep my AI Var, but I might not have to do that anymore since I found this.
Re: New Methods to activating AI in MUGEN 1.0
#20  September 26, 2011, 06:14:50 am
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I used to use a changestate based ai that depende on a helper's state, I could simply use the time = X trigger for the change states so changing the value of X meant that the ai wouldtake longer to react, now there is not need to do that since I can use the difficulty directly, I will still need to rewrite the var tree instead of the helper but I think it's very worthy sicne the code will be much easier to mantain now. will do so after having estable versions of mai and samus, tho.