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Author Topic: A.I. hitflag strategy  (Read 608 times)

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Offline I.E.T. Arcade

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A.I. hitflag strategy
« 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.
« Last Edit: September 25, 2016, 10:54:46 PM by S2G »



Offline O Ilusionista

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Re: A.I. hitflag strategy
« Reply #1 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.

Offline I.E.T. Arcade

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Re: A.I. hitflag strategy
« Reply #2 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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