Hi Xenomath,
Thanks for the compliment on the game. I will try to answer your questions the best that I can.
Pattern priorities are only applicable if everything in the pattern matches the state of the world exactly. For example, if you have enabled a what-if in the pattern that is not on in the world, the pattern priority will not be applied. If a map test fails, the pattern priority will not be used. Similarly, if there is no object in the world that matches a pattern object (properties of the objects are considered here), the pattern priority will be ignored.
There are some cases where the relative positions of pattern objects as compared to their corresponding world objects causes the priority to not be applied. For example, if you have a pattern with a rock in between you and an enemy and in the world your spud is not hidden behind the rock from the enemy, that is enough to disqualify the priority bonus. The kinds of relationships that can prevent the pattern priority from being used are generally linear relationships (your spud, the rock, and the enemy are all in a line).
Note that a pattern priority bonus will not be disqualified just because there is a superset of objects in the world as compared to the objects in the pattern.
The eligibility of pattern priorities is based solely on the criteria above. For example, discrepancies in distance or orientation are not grounds for ignoring the pattern priority.
I would have to see your example (where there is an enemy with an orientation and one without) to pinpoint what is happening. Feel free to attach .SPD and .SCN files to your posts or you can e-mail them to
btg@bogturtlegames.com.
If no pattern fits, the spud still chooses the "best" pattern it can using a "goodness" calculation. The calculation of goodness involves weighting several different criteria including:
1. Do the pattern what-ifs match the world?
2. Do the map tests succeed?
3. Does the world contain the objects specified in the pattern?
4. How well are the relative positions of the objects in the pattern preserved in the world?
5. How close are the pattern objects in terms of distance and orientation as compared to their corresponding world objects?
6. Should the pattern priority be applied (requires 1, 2, 3, and linear relationships in 4 to be exact matches)?
As for your Pattern A, Pattern B example, I will try to reproduce what you are seeing. If you want to send me specific files to look at, that might help me figure out the issue more quickly.
The networking modes are described in a file located in the Spuds folder. The name of the file is:
Networking.html
The King of the Hill networking game has a time limit and once the time limit is over, the team with the spud who is highest in elevation wins. You should play this game on a map that has mountains or hills in order for someone to be a clear winner.
Yes, you have to design the networking scenarios yourself. However, with a little effort you can use any of the single player levels in networking mode. For example, in the Spuds\Scenarios folder the file:
ReachApex.SCN
might be a map you could use for the King of the Hill game. To use it, you have to copy that file into your personal Scenarios directory. Your personal Scenarios directory can be found under Spuds\Players\[YourPlayerNameHere]\Scenarios.
I am sure you will have more questions after reading this post. Feel free to ask about anything that I did a poor job of explaining. Also, if you are having problems with specific levels, we can give more hints or we could look at your spud definitions and give you suggestions.
Thanks,
Carl Erikson