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IMT Main => M.U.G.E.N Help => Topic started by: I.E.T. Arcade on September 25, 2016, 10:28:14 PM

Title: A.I. hitflag strategy
Post by: I.E.T. Arcade on September 25, 2016, 10:28:14 PM
Ok so far the A.I in my project is pretty solid but I'd like the A.I to have an additional human /natural like response. So
in this instance I'd like the cpu to crouch under standing moves that hit high. So in my case moves that have the "hitflag = HAF"  How do I get the cpu to crouch and avoid those attacks in that category? I know a few ways but that involves listing the specific P2attack states  which would be far too many.

Any suggestions would be greatly appreciated.
Title: Re: A.I. hitflag strategy
Post by: O Ilusionista on September 26, 2016, 10:00:56 AM
The closest thing I can think is GetHitVar but it will work only when you are already in a hit state:
http://mugenarchive.com/docs/1.1/trigger.html#gethitvar

Because HitDefAttr doesn't has any option to get it.

Probably, Elecbyte had extended it with Lua scripting, but there is no trace of documentation about it.
Title: Re: A.I. hitflag strategy
Post by: I.E.T. Arcade on September 27, 2016, 02:37:02 PM
The closest thing I can think is GetHitVar but it will work only when you are already in a hit state:
http://mugenarchive.com/docs/1.1/trigger.html#gethitvar

Because HitDefAttr doesn't has any option to get it.

Probably, Elecbyte had extended it with Lua scripting, but there is no trace of documentation about it.

Ah I see. Well that wont be very useful for me.
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