--- Log opened Wed Aug 03 00:00:15 2016 20160803 00:15:46-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 00:21:17-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160803 00:33:58-!- Bonobo [~Bonobo@2001:44b8:254:3200:49c:fccb:a600:74e7] has joined #wesnoth 20160803 01:04:49-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 01:07:07-!- shurnormal [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 260 seconds] 20160803 01:22:52-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 01:26:19-!- tokage [308213@unaffiliated/tokage] has joined #wesnoth 20160803 01:42:36-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 276 seconds] 20160803 01:49:12-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160803 01:57:28-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 02:01:43< hay207_> Hi guys, is there a way to make AI move toward a target, and if the pathway was blocked, AI takes a different pathway 20160803 02:01:53< hay207_> in [target 20160803 02:01:56-!- ArneBab_ [~quassel@55d41ff2.access.ecotel.net] has joined #wesnoth 20160803 02:02:07< hay207_> [target_location] 20160803 02:06:00-!- ArneBab [~quassel@55d45b77.access.ecotel.net] has quit [Ping timeout: 276 seconds] 20160803 02:16:28-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160803 02:24:39< celmin> [target_location]? 20160803 02:25:12< celmin> Presumably that would be the default behaviour - ie, take whatever path is available. 20160803 02:25:50< hay207_> Hi celmin 20160803 02:26:20< hay207_> for you played tower defense by velensk ? 20160803 02:26:31< hay207_> you* 20160803 02:26:35< celmin> No. 20160803 02:27:03< hay207_> ok 20160803 02:27:33< hay207_> celmin: can you join my game in lobby to see what i mean ? 20160803 02:28:05< mattsc> just to be clear, target_location is not a tag, it’s a key of the [goal] tag 20160803 02:28:25< hay207_> yes 20160803 02:28:45< mattsc> I do not currently know though whether that will go around blockades 20160803 02:29:05< mattsc> using goto_x/goto_y or the Goto Micro AI will definitely do that though 20160803 02:29:26< hay207_> i want AI to move in a spiral pathway toward target 20160803 02:31:20< hay207_> where can i find info about goto macro? 20160803 02:34:00< mattsc> goto is not a macro, it’s either parameters you can get to a single unit; or the Micro AI is described here: 20160803 02:34:22< mattsc> https://wiki.wesnoth.org/Micro_AIs#Generalized_Goto_Micro_AI_.28ai_type.3Dgoto.29 20160803 02:34:32< hay207_> thanks 20160803 02:34:50< celmin> I don't have Wesnoth open at the moment, sorry. 20160803 02:34:56< celmin> And am on my laptop. 20160803 02:35:00< mattsc> neither of those will do spiral patterns without changing things in WML as units move along though. 20160803 02:35:31< mattsc> You might be able to use the patrol micro ai though (same page) 20160803 02:36:38< celmin> Sounded like he was talking about someone else's addon though. 20160803 02:37:25< hay207_> yes, as i said, it was velensk addon 20160803 02:40:11< hay207_> i will try first goto_x/y 20160803 02:40:20< hay207_> hope it works 20160803 02:48:34-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 02:50:03-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 244 seconds] 20160803 02:58:29-!- Bonobo [~Bonobo@2001:44b8:254:3200:49c:fccb:a600:74e7] has quit [Ping timeout: 250 seconds] 20160803 02:58:48-!- Bonobo [~Bonobo@2001:44b8:254:3200:684b:2de8:c8e7:cd10] has joined #wesnoth 20160803 02:59:03-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has joined #wesnoth 20160803 02:59:26-!- ArneBab [~quassel@55d45c7a.access.ecotel.net] has joined #wesnoth 20160803 03:03:34-!- ArneBab_ [~quassel@55d41ff2.access.ecotel.net] has quit [Ping timeout: 260 seconds] 20160803 03:35:22-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160803 03:48:47-!- celmin [~celticmin@unaffiliated/celticminstrel] has quit [Quit: And lo! The minstrel departs, to spread the music to the masses!] 20160803 04:31:09-!- Kwandulin [~Miranda@p200300760F606259F90BD0E030DDA81B.dip0.t-ipconnect.de] has joined #wesnoth 20160803 04:36:29-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 244 seconds] 20160803 04:49:37-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has joined #wesnoth 20160803 04:58:31-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160803 05:00:03-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 240 seconds] 20160803 05:05:59-!- hk238 [~kvirc@t224.ip7.netikka.fi] has joined #wesnoth 20160803 05:06:03-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 05:24:54-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 276 seconds] 20160803 05:39:17-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has quit [Quit: Leaving] 20160803 05:45:29-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 05:58:16-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160803 06:10:13-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 06:11:40-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has joined #wesnoth 20160803 06:28:35< hay207_> i want to use goto parameters on a set of units of same type, and not on a single unit 20160803 06:37:33-!- celticminstrel is now known as celmin|sleep 20160803 06:39:18< celmin|sleep> hay207_: If you mean goto_x and goto_y, try [modify_unit]. If you mean the Goto MicroAI, I think it has a filter to specify the units. 20160803 06:40:32< hay207_> ok, i m reading micro AI now 20160803 07:09:38-!- Kwandulin [~Miranda@p200300760F606259F90BD0E030DDA81B.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160803 07:25:09-!- Blukunfando [~bkf@82.158.13.45.dyn.user.ono.com] has quit [Ping timeout: 276 seconds] 20160803 07:32:28-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 07:37:18-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 244 seconds] 20160803 08:18:28-!- ancestral [~ancestral@67-4-224-82.mpls.qwest.net] has quit [Quit: i go nstuf kthxbai] 20160803 08:37:48-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20160803 08:58:12< hay207_> Hi, AI stops movement if i put it in a maze targeting a location 20160803 09:02:36< hay207_> If someone wants to see what i mean in a game, message me 20160803 09:36:45-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 09:38:12-!- Appleman1234 [~Appleman1@KD036012026062.au-net.ne.jp] has quit [Ping timeout: 244 seconds] 20160803 09:47:57-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Quit: Leaving] 20160803 09:49:01-!- hay207__ [~hay207@41.34.3.193] has joined #wesnoth 20160803 09:51:19-!- hay207_ [~hay207@41.34.15.53] has quit [Ping timeout: 258 seconds] 20160803 09:53:15-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 264 seconds] 20160803 09:53:30-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20160803 09:54:22-!- Appleman1234 [~Appleman1@KD036012024053.au-net.ne.jp] has joined #wesnoth 20160803 09:57:43< hay207__> Any help ? 20160803 10:04:51-!- irco [~irco@HSI-KBW-078-042-015-165.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth 20160803 10:15:20-!- Xjs|moonshine [moon@chrysostomos.aoide.de] has quit [Ping timeout: 250 seconds] 20160803 10:16:40-!- Lirion [~m00se@wikimedia-commons/Lirion] has quit [Ping timeout: 258 seconds] 20160803 10:21:24-!- Lirion [~m00se@wikimedia-commons/Lirion] has joined #wesnoth 20160803 10:22:11-!- Xjs|moonshine [moon@chrysostomos.aoide.de] has joined #wesnoth 20160803 10:30:03-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160803 10:54:54-!- kalfat [~kalfat@pc7-236.btk.net.pl] has joined #wesnoth 20160803 11:02:28-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160803 11:12:05-!- J1sy [~jones@105.7.90.64] has joined #wesnoth 20160803 11:12:46-!- J1sy [~jones@105.7.90.64] has quit [Read error: Connection reset by peer] 20160803 11:21:39-!- hay207__ [~hay207@41.34.3.193] has quit [Quit: Konversation terminated!] 20160803 11:49:09-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 12:15:23-!- hay207 [~hay207@41.34.3.193] has joined #wesnoth 20160803 12:16:55< hay207> Where is a macro searched for, ? do it search for the macro in all addons directory ? 20160803 12:18:10< zookeeper> that question doesn't make sense. once a macro has been defined, it's globally available. 20160803 12:18:43< zookeeper> and, naturally, it's not available before it's been defined. 20160803 12:19:47< hay207> I mean if a macro in an addon has same name as in other addon 20160803 12:20:03< zookeeper> then the latter definition will overwrite the earlier definition 20160803 12:25:25< DeFender> though, addons should only be including a very minimal amount when not actively loaded to avoid such conflicts. 20160803 12:29:19< zookeeper> yeah. although if the macro definitions of some other add-on cause a problem for your add-on, then your add-on isn't (re)defining them correctly in the first place. the exception would be if the other add-on redefines core macros; in that case, the other add-on is to blame. 20160803 12:42:10< hay207> So, if i forked an addon, i should change the macro id ? 20160803 12:46:11< zookeeper> maybe, maybe not. it wouldn't hurt. 20160803 12:46:42< hay207> Ok, thanks 20160803 12:57:14-!- kalfat_ [~kalfat@pc7-236.btk.net.pl] has joined #wesnoth 20160803 12:59:33-!- kalfat [~kalfat@pc7-236.btk.net.pl] has quit [Ping timeout: 244 seconds] 20160803 13:04:25-!- celmin|sleep is now known as celticminstrel 20160803 13:07:46-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160803 13:07:53-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Read error: Connection reset by peer] 20160803 13:08:51-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 264 seconds] 20160803 13:09:42-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160803 13:10:42-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 13:23:25< hay207> is there x,y parameters in [units] tag ? 20160803 13:26:35< hay207> It isnot very clear in wiki about how to select location of multiple units 20160803 13:28:52< celticminstrel> The only [units] tag is the top-level container for all the unit types, races, and so on. 20160803 13:29:16< celticminstrel> What are you trying to do? 20160803 13:29:28-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 250 seconds] 20160803 13:30:36< hay207> i want to direct multiple units to go to a specified location using goto parameter 20160803 13:31:01< celticminstrel> So, using [modify_unit]? 20160803 13:31:06-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 13:31:42< celticminstrel> Despite its name, it can modify several units at once. 20160803 13:33:18-!- Kwandulin [~Miranda@p200300760F60626F4534647BB4A3EE3E.dip0.t-ipconnect.de] has joined #wesnoth 20160803 13:36:34-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 252 seconds] 20160803 14:58:53< hay207> AI stupidly gets stuck in a simple maze to reach a target inside the maze 20160803 14:59:47< hay207> The pathway just isnot straight 20160803 15:00:17< hay207> i can show you this behaviour in my game 20160803 15:02:16< hay207> idk how to fix this 20160803 15:05:52-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: mattsc] 20160803 15:07:33< zookeeper> well then either figure out why it's not working, or don't do it exactly like that in the first place 20160803 15:07:45< zookeeper> no one knows what the problem is 20160803 15:09:37< hay207> Although i don't want to edit map 20160803 15:09:41< DeFender> as the hologram in "I, Robot" says, "[Our] responses are limited. You must ask the right questions." 20160803 15:09:46< hay207> i* 20160803 15:10:05< DeFender> Open ended questions are harder to help people with 20160803 15:10:24< hay207> And i donot understand AI 20160803 15:10:26< DeFender> questions about specific operations or specific commands are more on point. 20160803 15:11:23< zookeeper> when someone clearly doesn't understand what they're doing very well, it's pointless to try to guess what the problem might be because there's a million possibilities how you could just have stuff in the wrong place or named wrong or whatever. 20160803 15:11:39< hay207> i thought somone might want want to investigate this behaviour 20160803 15:11:52< DeFender> in general, units told to go to a certain location will try to find the shortest path 20160803 15:12:37< DeFender> if that's not what you're seeing, then there are all sorts of possibilities of code mistakes that would cause it. 20160803 15:13:03< zookeeper> maybe someone would want to look at your code and see if there's obvious problems with it 20160803 15:14:00< DeFender> if you narrow it down to a small test case that still exhibits the behavior and paste it somewhere, people are more likely to want to help diagnose 20160803 15:14:43< DeFender> (not that I can help. I know nothing about AI code. I just know how to diagnose code in general, and what works and what doesn't when seeking help) 20160803 15:15:45< hay207> i have not added codes concerning AI , just copied one block concerning target location 20160803 15:16:57< hay207> i can copy/paste this block to pastebin, just 15 lines of code 20160803 15:22:54-!- Bonobo [~Bonobo@2001:44b8:254:3200:684b:2de8:c8e7:cd10] has quit [Read error: Connection reset by peer] 20160803 15:23:35-!- Bonobo [~Bonobo@2001:44b8:254:3200:684b:2de8:c8e7:cd10] has joined #wesnoth 20160803 15:23:53< hay207> http://pastebin.com/1e1uYpRn = just 15 lines of code 20160803 15:24:30< hay207> So, basically i didnot changed AI behaviour 20160803 15:27:36< zookeeper> there's no matches for "target_location" anywhere in mainline, and i've never used it, so i have no insights to it. 20160803 15:29:07< hay207> it is used in a tower defense game 20160803 15:29:36< hay207> it works well, but not in my map 20160803 15:30:12-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160803 15:30:18< hay207> my map's a little spiral, 20160803 15:32:28-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 15:36:27< celticminstrel> I seem to recall something about pathfinding in twisty caves.. 20160803 15:36:46< celticminstrel> On a typical open map, the pathfinding algorithm might be easier or something? 20160803 15:36:53< celticminstrel> I dunno. 20160803 15:37:07< celticminstrel> Is there an option to use a better pathfinder somewhere? 20160803 15:37:24< mattsc> hay207: why are you not using goto_x/y or the Goto Micro AI as suggested previously? 20160803 15:37:30< celticminstrel> (One that's not enabled by default because it'd be significantly slower.) 20160803 15:38:11< mattsc> depending on what exactly you are trying to do (you still have not described that) using [goal] might not be the right thing, independent of whether it can handle the pathfinding 20160803 15:38:54< hay207> it works in a straight pathway map 20160803 15:39:50< hay207> mattsc: i tried using goto but not sure my code written correctly, still new to wml 20160803 15:43:07< hay207> what i m trying to do, is : directing spawn waves to a certain hex in a maze pathway 20160803 15:43:24< hay207> i hope that explains it 20160803 15:43:51< mattsc> Are they _all_ supposed to go there without doing anything else? 20160803 15:44:40< hay207> yes, no attacking, just passing near my units/towers that attack them 20160803 15:44:42< mattsc> and which version of Wesnoth are you using? 20160803 15:44:55< hay207> 1.12.6 20160803 15:45:46< mattsc> you should simply be able to set goto_x,gotoy_y=16,14 in the unit definition of each spawned unit 20160803 15:46:08< mattsc> Goto has the highest score of anything the AI does; and once the unit gets to the hex, it will be released to do something else 20160803 15:46:41< hay207> ok, give me 5 minutes to try that 20160803 15:46:45< celticminstrel> Incidentally, what if the unit is in reach of the hex, but it's occupied? 20160803 15:47:03< mattsc> in that case, it will wait around until the hex becomes available 20160803 15:47:38< mattsc> if that’s a problem, you could either clear goto_x/y with WML and a filter for a close location, or use the Goto Micro AI using an area as goal rather than a single hex 20160803 15:47:40< hay207> goto_x,goto_y=16,14 20160803 15:47:45< hay207> Right? 20160803 15:47:56< mattsc> yes, or in two lines, if you prefer 20160803 15:51:15< mattsc> Btw, in 1.10 that would not have worked, goto was just doing straight lines and got stuck in mazes; but in 1.12 it _should_ do path finding 20160803 15:52:18< mattsc> zookeeper: both the high-XP-attack and the assassin AI are now available with test scenarios at the AI demos repo 20160803 15:52:21< mattsc> https://github.com/mattsc/AI-demos 20160803 15:53:02< mattsc> For the former, there’s a descriprtion of the evaluation process at the beginning of the code: https://github.com/mattsc/AI-demos/blob/master/AI-demos/lua/ca_high_xp_attack.lua#L7 20160803 15:53:28< mattsc> The code itself is still a bit of a mess, but the behavior (at least its first incarnation) should all be there 20160803 15:54:16< mattsc> And the test scenario sets up a bunch of test cases of the different behaviors, with descriptions in the messages at scenario start. 20160803 15:54:25< mattsc> I hope they’ll make sense. :P 20160803 15:57:03< hay207> i pasted these4 lines of code, are they correctly written? 20160803 15:57:07< hay207> http://pastebin.com/2GEEYDqK 20160803 15:59:20< hay207> i need some time to learn how to use micro AI correctly 20160803 15:59:40< mattsc> that code looks correct, yes 20160803 15:59:46< hay207> i tried but then AI won't even move 20160803 16:00:25< mattsc> Is the path actually possible? Or is it blocked by enemy units? 20160803 16:01:03< hay207> i block partially the pathway 20160803 16:01:19< hay207> but ford cant be blocked 20160803 16:02:23< hay207> and there is a clear ford directing to the target hex 20160803 16:03:40< hay207> But what i noticed 's that AI in a certain side even won't try to move 20160803 16:03:58< hay207> in a certain part of map* 20160803 16:04:29< hay207> So , AI gets stuck 20160803 16:06:51-!- Bonobo [~Bonobo@2001:44b8:254:3200:684b:2de8:c8e7:cd10] has quit [Quit: Leaving] 20160803 16:08:08< mattsc> hay207: I just tried this http://imgur.com/a/fSeNR with the goto_x/y code from your pastebin (just that I used a Ghost and different coordinates) 20160803 16:08:59< mattsc> The ghost has goto_x/y set to the hex right on the other side of the wall (which, as the path indicated, will take it 20 turns to get to, see also the minimap on the right) 20160803 16:09:18< mattsc> It does take the long way around and will eventually get there, 19 turns later. 20160803 16:09:30< mattsc> So the method works, something must be wrong with your setup. 20160803 16:10:36-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has joined #wesnoth 20160803 16:10:56< mattsc> Oh, and the screenshot is from 1.13, but I also tried with 1.12, it works there too 20160803 16:10:57< hay207> Have you tried that with a slow unit 20160803 16:11:00-!- Appleman1234 [~Appleman1@KD036012024053.au-net.ne.jp] has quit [Ping timeout: 276 seconds] 20160803 16:11:05< hay207> like a zombie 20160803 16:11:09< mattsc> No, what for? 20160803 16:11:36< mattsc> What’s a zombie? 20160803 16:11:40< hay207> i m using zombies as first wave 20160803 16:11:54< hay207> lvl0 4 mv 20160803 16:12:25< mattsc> It won’t make a difference how fast the unit is, as long as it can get there 20160803 16:12:46< hay207> please try 20160803 16:13:25< mattsc> hay207: I will try (but I have to admit that this is starting to get on my nerves a little) 20160803 16:14:36< hay207> Thanks for your patience 20160803 16:15:23< mattsc> hay207: not about the questions in general, but I don’t see the point in doing a test of which I know the outcome 20160803 16:15:34-!- can-ned_food [~me@pool-71-253-116-81.eriepa.dsl-w.verizon.net] has joined #wesnoth 20160803 16:15:37< mattsc> No difference with a Walking Corpse, other than that it takes it 54 turns to get there 20160803 16:15:51< hay207> Ok 20160803 16:16:15< can-ned_food> if my forum message is in the Outbox, rather than the Sent folder, does that mean it hasn't been read yet by the recipient? 20160803 16:17:12< mattsc> can-ned_food: yes 20160803 16:22:23< mattsc> hay207: I (and others here) are perfectly happy to help, but you need to provide information that we can work with and show that you are putting effort into it yourself as well 20160803 16:22:45< mattsc> [and just to be clear, the emphasis is on _show_ in that sentence; I don’t doubt that you are trying] 20160803 16:23:16< hay207> Ok 20160803 16:23:30< mattsc> I’m just busy this morning and a bit grumpy :) 20160803 16:24:04< mattsc> not trying to scare you away 20160803 16:24:45-!- TC02 [~quassel@venus.arosser.com] has joined #wesnoth 20160803 16:29:16< hay207> i think these line of code concerning goto might be the cause of problem, http://pastebin.com/kGvU0dgt 20160803 16:29:39< hay207> 30 lines 20160803 16:30:43< hay207> code shows using an array for goto parameters 20160803 16:31:01< mattsc> hay207: you can use :inspect to see whether the goto_x/y parameters are actually set for any unit 20160803 16:31:46< hay207> Is there a wiki page for inspect? 20160803 16:32:22< mattsc> not really, just type :inspect in the game window and play around with it 20160803 16:32:33< mattsc> you have to be in debug mode for that to work 20160803 16:32:45< mattsc> type :debug if you are not 20160803 16:33:01< hay207> i will try to delete these lines of code and try again 20160803 16:33:03< hay207> ok 20160803 16:36:05< mattsc> hay207: https://wiki.wesnoth.org/CommandMode that’s the available commands 20160803 16:37:07< Ravana_> it doesn't have all though, :help shows some more 20160803 16:37:39-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 276 seconds] 20160803 16:39:55-!- Kwandulin [~Miranda@p200300760F60626F4534647BB4A3EE3E.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160803 16:40:35-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has joined #wesnoth 20160803 16:43:37< can-ned_food> thank you matt sc 20160803 16:46:25< hay207> i got tired, time to play 20160803 16:46:56< hay207> Removing this array of goto, changed AI behaviour 20160803 16:47:07< hay207> it works better now 20160803 16:47:59< hay207> Now, i don't want to type goto parameter for each unit on map 20160803 16:49:12< zookeeper> hay207, the latest paste seems correct and should work 20160803 16:49:46< hay207> yes but this is causing problems in small maps 20160803 16:50:04< hay207> and eventually AI gets stuck 20160803 16:50:33< hay207> i removed this part of code and it surely is better now 20160803 17:09:01-!- Kwandulin [~Miranda@p200300760F60626FAC575ACFB7371147.dip0.t-ipconnect.de] has joined #wesnoth 20160803 17:10:54-!- Blukunfando [~bkf@82.158.13.45.dyn.user.ono.com] has joined #wesnoth 20160803 17:17:13< mattsc> zookeeper: so other than that I am going to clean up the code a bit and will do some efficiency tests, I am done with both AIs unless/until I hear from you (or others) that something needs to be changed. 20160803 17:17:25< mattsc> Moving on to other, but not better, things ... 20160803 17:18:28-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has joined #wesnoth 20160803 17:22:04< zookeeper> mattsc, yeah i didn't try all that stuff yet... 20160803 17:23:32< mattsc> zookeeper: sure, no worries; just saying that there aren’t any more planned updates coming from me for the time being 20160803 17:25:25< zookeeper> okay, cool 20160803 17:28:49-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160803 17:30:25-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has quit [Quit: KABOOM! It seems that I have exploded. Please wait while I reinstall the universe.] 20160803 17:45:20-!- Kwandulin_2 [~Miranda@p200300760F60626F917A39B010FA6CB2.dip0.t-ipconnect.de] has joined #wesnoth 20160803 17:47:30-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20160803 17:48:10-!- Kwandulin [~Miranda@p200300760F60626FAC575ACFB7371147.dip0.t-ipconnect.de] has quit [Ping timeout: 250 seconds] 20160803 18:32:51-!- irco [~irco@HSI-KBW-078-042-015-165.hsi3.kabel-badenwuerttemberg.de] has quit [Ping timeout: 264 seconds] 20160803 18:34:09-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 18:42:03-!- hk238 [~kvirc@t224.ip7.netikka.fi] has quit [Quit: http://www.kvirc.net/ 4.9.1 Aria] 20160803 18:46:53-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has quit [Remote host closed the connection] 20160803 18:48:07-!- celmin [~celticmin@unaffiliated/celticminstrel] has joined #wesnoth 20160803 19:00:05-!- can-ned_food [~me@pool-71-253-116-81.eriepa.dsl-w.verizon.net] has left #wesnoth ["Konversation terminated!"] 20160803 19:05:43-!- iatyr [~iatyr@47-35-152-54.dhcp.ftbg.wi.charter.com] has joined #wesnoth 20160803 19:09:06-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 276 seconds] 20160803 19:09:33-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 19:32:36-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 250 seconds] 20160803 19:36:26-!- irco [~irco@HSI-KBW-078-042-015-165.hsi3.kabel-badenwuerttemberg.de] has joined #wesnoth 20160803 19:36:52-!- Samual [~Samual@xonotic/core-team/Samual] has quit [Ping timeout: 250 seconds] 20160803 19:43:55-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 19:48:39-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 260 seconds] 20160803 19:53:22-!- J1sy [~jones@197.171.19.135] has joined #wesnoth 20160803 19:59:43-!- wario [~wario_@unaffiliated/wario] has quit [Read error: Connection reset by peer] 20160803 20:00:10-!- wario [~wario_@unaffiliated/wario] has joined #wesnoth 20160803 20:02:11< J1sy> Hey it might have helped but after 8 turns the game crashes saying JIT must be enabled 20160803 20:02:26< celmin> Uh. What? 20160803 20:04:43-!- ChipmunkV [~vova@d0017-2-88-172-31-68.fbx.proxad.net] has quit [Quit: ChipmunkV] 20160803 20:07:21< J1sy> APic Polsaker or anYONE WHAT TO DO WHEN the game says Enable JIT 20160803 20:09:15-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 20:12:18-!- J1sy [~jones@197.171.19.135] has quit [Quit: SamuraiIRCv.Eng By khensy (http://khensy.jw.lt/)] 20160803 20:17:27-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 260 seconds] 20160803 20:45:26-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 20:47:45-!- Kwandulin_2 [~Miranda@p200300760F60626F917A39B010FA6CB2.dip0.t-ipconnect.de] has quit [Read error: Connection reset by peer] 20160803 20:51:39-!- kalfat_ [~kalfat@pc7-236.btk.net.pl] has quit [Quit: Leaving] 20160803 20:54:55-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 252 seconds] 20160803 20:55:55-!- shurnormal_ [~uxio@unaffiliated/ushiu] has joined #wesnoth 20160803 21:04:13-!- Narrat [~Narrat@p2003008E6D5A28AE02216BFFFE9BAAEA.dip0.t-ipconnect.de] has joined #wesnoth 20160803 21:31:02-!- shurnormal_ [~uxio@unaffiliated/ushiu] has quit [Ping timeout: 265 seconds] 20160803 22:05:18-!- Appleman1234 [~Appleman1@KD036012031015.au-net.ne.jp] has joined #wesnoth 20160803 22:08:25-!- mattsc [~mattsc@wesnoth/developer/mattsc] has quit [Quit: So long and thanks for all the fish.] 20160803 22:49:16-!- bumbadadabum [~bumbadada@wesnoth/developer/bumbadadabum] has quit [Ping timeout: 250 seconds] 20160803 22:56:42-!- wario [~wario_@unaffiliated/wario] has quit [Quit: Leaving] 20160803 22:58:22-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 244 seconds] 20160803 23:38:59-!- Narrat [~Narrat@p2003008E6D5A28AE02216BFFFE9BAAEA.dip0.t-ipconnect.de] has quit [Quit: They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.] 20160803 23:40:19-!- mattsc [~mattsc@wesnoth/developer/mattsc] has joined #wesnoth 20160803 23:54:50-!- irco [~irco@HSI-KBW-078-042-015-165.hsi3.kabel-badenwuerttemberg.de] has quit [Ping timeout: 244 seconds] --- Log closed Thu Aug 04 00:00:16 2016