Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » Auto Combat
Auto Combat[message #181825] Thu, 17 April 2008 15:12 Go to next message
LoNNemesis
Messages:6
Registered:December 2007
Hi,

i am working on some AI stuff and now i need to evaluate my results. I changed the AI of the militia but keep the original 1.13 AI for the enemy soldiers. What i want to do now is to run a larger number of battles between them. However, if i remove all player characters from a map, the game switches to "auto resolve mode". But this mode does not actually use the tactical AI to determine the outcome of a battle, instead it just applies some kind of heuristic and randomness.

Does anyone know of a simple way to "disable" the player character, maybe kind of observer mode, so that the enemy soldiers just fight against militia?
Re: Auto Combat[message #181859] Thu, 17 April 2008 16:51 Go to previous messageGo to next message
Tyco

 
Messages:189
Registered:September 2001
Location: Be'er Sheva, Israel
Why not just hide your mercs in the center of the map and keep them out of the way? You can edit maps to suit your test's needs and have a building walled area in the center of the map with no windows, that way the enemy won't see you but you can still see the fight through the militia.

Just an option to consider if spectate mode can't be arranged.
Re: Auto Combat[message #182184] Sat, 19 April 2008 15:00 Go to previous messageGo to next message
LoNNemesis
Messages:6
Registered:December 2007
That is how i do it at the moment, unfortunately there is a problem with this solution: I need to press 'd' after each turn to end my own turn. Well, it seems there is no simple way to do this, so i need to come up with my own solution in code :/
Re: Auto Combat[message #182739] Fri, 25 April 2008 05:34 Go to previous message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
Why don't you make the end turn function automatic so you never get a tactical turn. Should be easy enough to edit. Then edit it back once finished.


Previous Topic: 800x600 Resolution Version
Next Topic: Ive built the source code 1.13, what now?+ fmod.dll missing when start debug to run
Goto Forum:
  


Current Time: Sat Sep 23 19:27:56 EEST 2017

Total time taken to generate the page: 0.00607 seconds