BTMux AI

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The Battletech MUX has had an AI built into it system for a long time. The original incarnation of the BTMux AI, dubbed Battlesheep, supported basic features and tools to help make game play more entertaining. The latest version of the AI has advanced features such as...

  • pathfinding
  • automatic target selection
  • command queuing
  • automatic sensor selection
  • radio command interface
Image:hal.jpg
"As a computer, I find your faith in technology amusing." - HAL9000, 2001: A Space Oddessy

Although the current AI lacks many features and is not as responsive as a regular player; the addition of an easily controled and user friendly AI has added a large number of possbilities to the over game play of the BTMux and its community.

Creating an AI

The easist way to create an AI is to first Image:Command.gif @create an object that will become the AI.

@create Autopilot

Next set it as an autopilot by setting the Image:Attrib.gif XTYPE attribute to AUTOPILOT.

@xtype Autopilot=AUTOPILOT

Now you need to set the XCODE flag which will activate all the code that makes the AI an AI.

@set Autopilot=XCODE

Now your AI is a true AI, but in order for it to be useful it must have a unit to drive. Create a unit for it to drive (instructions here) and create a map for the unit (instructions here). Place the unit on the map, and place the AI inside the unit and you are set.

Control an AI

There are two ways of controlling an AI. The most common method and most likely for players is via the radio command system (AI Radio . The other method which is more useful for admins is via the XCODE interface system.

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