Parallel to selecting a prespecified AI program, like it is currently the case, basic commands and command-chains should be availableif you would decide what the bobby ai is capable of tell me, what could it do.
Command should be at least:
- Go to step <n> // goes to the n-th step in the command-chain
- If <condition> then <command-chain> (else <command-chain>) // self-explanatory
- Go to <sector> (<abort-condition>) // should be self-explanatory; when the optional condition is/becomes true the command stops and the chain continues, without the condition, the command stops when the specified sector is entered
- Fire at <relation-status/faction/entity*> (<entity-type>) (<free/docked/onrail/turret>) (<weapon-computer>) // fires at the nearest entity, which fullfills the conditions; will NOT rotate the ship; if a specific entity is defined, all optional arguments are ignored
- Fire (<weapon-computer>) // fires straight forward
- Follow <entity> (<abort-condition>) // follows a specified specific entity; will NOT rotate the ship
- Thrust <forward/backward/upward/downward/left/right/stop> // accelerates the ship in the given direction, or stops it, depending on the argument.
- Wait for <condition> // waits until the condition is true
- Logic-output <condition> // outputs the result of the condition to all logic-blocks linked to this block.
- Rotate towards <relation-status/faction/entity*> (<entity-type>) (<free/docked/onrail/turret>) // rotates this entity towards the nearest entity, which fullfills the conditions; if a specific entity is defined, all optional arguments are ignored
- Rotate <Axis> <clockwise/counterclickwise> <degrees/abort-condition> // rotates this entity along the given axis in the given direction a specific amount of degrees, or until an abort-condition is met.
- true
- false
- <condition>&<condition> // and
- <condition>|<condition> // or
- <condition>^<condition> // xor
- !<condition> // not
- logic-input (<n>) // without the parameter the value of the last input, that changed is used, otherwise the value of the n-th input[don't ask me how the inputs are ordered though]
- distanceTo <entity> >/=/< <n> // compares the distance to a specified entity with a number.
- distanceToNearest (<entity-type>) (<faction/relation-status>) (<free/docked/onrail/turret>) >/=/< <n> // compares distance to the nearest entity, that fulfills the conditions
- shotHitTarget // is true for as long as the impact-feedback on the HUD of a player would be visible, false if otherwise (I have no idea what this would be used for, but well, why not)
- hit (<weapon-type/support-type>) // true whenever this entity is hit by a weapon.
While I cannot find a missing question from the top of my head, som questions were a little vague regarding what exactly they asked for.What were some questions that should have been asked on the application but were not?
I cannot answer this question until the council has been elected. (Too many choices right now)When the zombie-apocalypse hits, which fellow council candidate will you throw-under-the-bus first?
I never had any, so I never even started. :pWhen did you stop physically abusing your your wife and children?