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FPSC Classic Scripts / [LOCKED] Intellimatter - The new intelligent A.I.

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brummel
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Joined: 26th Nov 2005
Location: Sweden
Posted: 30th May 2006 22:13 Edited at: 31st May 2006 15:24
Hi all!
I have been scripting a new A.I. that is at least as intelligent as A.I. 2.1.2 by Merranvo but less than half the size, which means it drains 50% less "calculation energy" from FPSC than A.I. 2.1.2 .



Have fun!
Tom0001
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Posted: 30th May 2006 22:20
Hmm, nice script, and it seems quite nice as it cuts in half the calculations FPSC must do! Bravo!

Tom

Essal
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Location: inside your webcam, watching YOU.
Posted: 30th May 2006 22:28
NicE:p

Check out http://www.freewebs.com/lasse-b for free Stuff for FPSC
Les Horribres
19
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Location: My Name is... Merry
Posted: 31st May 2006 02:13
You removed Melee

Just 2 things, first Noise Heard should be a far greater value... 100-150 is standard for melee, 500 makes him far more reactive..

And mine is mainly bloated by aditional actions, randomizers intended to create a more unpredictable AI...
heck AI v 2.1.2 is only a compressed and torn up version of the original AI v 2.0. AI 2.1 was a compressed version that was better then 2.0 except that it's reliance on timers caused massive errors. (And suprisingly, it was smaller then 2.0)



We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
brummel
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Posted: 31st May 2006 08:35
58 views and only 3 comments?! Dont you like it?
Removing melee is all part of minimizing the script but mostly because there is no good melee animation. Im going to change noiseheard.
Me Self
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Posted: 31st May 2006 08:54
maybe there to busy adding it .

Samoz83
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Posted: 31st May 2006 13:51
when i tried it, it started off ok but when i shot him he stopped shooting at me

SaM
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brummel
18
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Location: Sweden
Posted: 31st May 2006 15:34 Edited at: 31st May 2006 22:30
I have overseen it and repaired the glitches and tested it so now it works absolutely perfect.



Have fun!
MR useless
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Posted: 1st Jun 2006 06:56
i must say antimatter is the best trouble free script righter around , he makes ever thing simple, sens im sure you ment for this to be copyed im going to adjust a few thing to make it fit in my latest project/
brummel
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Posted: 1st Jun 2006 21:58 Edited at: 1st Jun 2006 21:59
Thank you very much MR Useless, you made me smile today! And yes, i released this for the community so everyone can use it in their games.
The Jew
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Posted: 2nd Jun 2006 02:44
Quote: "Thank you very much MR Useless, you made me smile today! And yes, i released this for the community so everyone can use it in their games."


Thank you! I wish there was more people like you working for a community, instead of those people trying to profit out of everything.
mr splatface
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Posted: 2nd Jun 2006 22:37
aint got time to download it at the moment but what doeas it do?

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brummel
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Posted: 2nd Jun 2006 23:06
Its an allround enemy script that strafes and so on. It has a good detection system if the player would try to hide or run away from the enemy.
brummel
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Posted: 2nd Jun 2006 23:24
Stupid editbutton...

It may not sound much but its alot more intelligent than the scripts that comes with FPSC without dragging the framerate to the bottom.
Les Horribres
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Location: My Name is... Merry
Posted: 3rd Jun 2006 00:48
Hey, I resent that... my scripts don't drag the FPS... they only create unique situations that help the fps become a more round, lower, number [mabey a little]. If you want to lessen the FPS Dimming of your script further have plrdistwithin=500 BEFORE the plrcanbeseen and on the SAME line. Plrcanbeseen is a high demand condition.


Antimatter, that is one of the things I hate about V1, enemys use to have an animation called 'push button' which looked like a perfect melee... took it out to save memory.

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
brummel
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Posted: 3rd Jun 2006 01:16
Quote: "my scripts don't drag the FPS"


Maybe i chose the wrong words, I didnt mean your script does that, just that this new script dont require as much as the other scripts. Hell this script is even shorter that some of the ones that comes with FPSC thats just half of the intelligence of this.

A long time ago i tried your AI 2.0 (the smarter one) i had two enemys using them and the framerate became about 16-17 fps so 2.0 do drag he fps down if you use them in a larger amount.

Ok, if you guys want melee i can put it back. Just tell me.
Les Horribres
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Posted: 3rd Jun 2006 01:21
Don't forget to notice the little advice I dropped in my joke...

Quote: "they only create unique situations that help the fps become a more round, lower, number [mabey a little]."


Quote: "If you want to lessen the FPS Dimming of your script further have plrdistwithin=500 BEFORE the plrcanbeseen and on the SAME line. Plrcanbeseen is a high demand condition."



Although, I had tested 2.0 quite a bit, I never suffered from THAT much of FPS problems... need to see about that, sounds strange [might actually be an error because of timers]

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
brummel
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Posted: 3rd Jun 2006 01:35
Quote: "[might actually be an error because of timers]"


I heard that you only should have one timer command in each script, what do you have to say about that?
brummel
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Posted: 3rd Jun 2006 01:36
And also thank you for the tip.
brummel
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Posted: 3rd Jun 2006 01:40
The EDIT button still dont work...

And about the AI 3.0 that you were going to make, is it really possible to make the enemies to react on the environments? Can you explain how?
Les Horribres
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Posted: 3rd Jun 2006 08:09
I was saying measuring distances to figure out what the room looks like [raycasts] also asking if there is anyone in the room [anywithin] there may have been more but it has passed my mind. inital raycasting I found slowed FPS down a bit so I had it ray cast only in the beginning [and reset after 30 odd cycles (random=30)] etc


Ohh, and you should have only 1 timer per level, not script. That means that only 1 script in the entire level can use a timer without it interfearing with something else.

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
brummel
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Posted: 3rd Jun 2006 11:54 Edited at: 3rd Jun 2006 13:19
I have been experimenting with raycast but my test didnt went out as i wanted it to.

This is what i have achieved for now:

I wanted the enemy to strafe in the other direction if it was too close to a wall. It works but not so good, it looks like its being pushed back by a wall of rubber. Can you give me some tips of how to make this script a little better?
Me Self
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Posted: 3rd Jun 2006 15:45
The only tip i have Is making it better isint that a tip!?
brummel
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Posted: 5th Jun 2006 01:22
Maybe i can add this to the script to make it better:


Im giving up the raycast part, i dont understand how it should be used when in a script. Ill try to make Intellimatter better in other ways. Ill tell you when i update it.
Les Horribres
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Location: My Name is... Merry
Posted: 5th Jun 2006 01:42
Good Plan, raycast sucks and slows things down.

I like your script, but you have a syntax error... the , should be =

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
brummel
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Posted: 5th Jun 2006 01:53
Hehehe

Thank you everyone for your feedback.
brummel
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Posted: 5th Jun 2006 04:19 Edited at: 5th Jun 2006 14:55
ATTENTION EVERYONE

This is the second official update of Intellimatter and is now Intellimatter 1.2.



--------------------------[Changes]---------------------------------

- Melee is now implemented.

- Added a little bit more logic behaviour.

- If severly hurt, then supresses the player with gunfire and then melee´s him/her.

This is absolutely FREE!

Comments appreciated!

Have fun!
SpyDaniel
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Location: United Kingdom
Posted: 5th Jun 2006 13:15
Antimatter games wanted me to give a comment, but I dont know any thing about scripts. Urm, lets say its nice.



Jrock
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Posted: 7th Jun 2006 21:39
I lakka it!

C:\Documents and Settings\Compaq_Administrator\My Documents\My Pictures\anjl4ia.gif

brummel
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Posted: 8th Jun 2006 00:57 Edited at: 8th Jun 2006 00:57
Wow, a comment after all these years! I thought noone would ever say something...
Commander in Chief
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Posted: 8th Jun 2006 18:54 Edited at: 8th Jun 2006 18:54
just one question... HOW DO I IMPORT THIS???? (caps off) please1111 (which means, "Please!!!!")

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GO RIKER 9!!!
brummel
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Posted: 8th Jun 2006 22:15
Copy the code and paste it in notepad, then save it as Intellimatter.fpi in the scriptbank in the FPSC folder folder.
Bloodeath 6 6 6
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Posted: 9th Jun 2006 02:58
ALL HAIL Antimatter games thats all i gotta say
this script WILL be used in all of my upcomming games EXTREMELY AWESOME WORK!!!!!
gawd i love these smilies lmfao

http://ninjasoftforum.proboards107.com
brummel
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Posted: 9th Jun 2006 08:24
Thank you very much, glad you like it.
Candle_
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Posted: 10th Jun 2006 00:20
brummel
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Posted: 10th Jun 2006 02:18
No problemo.
MR useless
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Posted: 10th Jun 2006 05:11
i did my own litile expermint with all the scripts i have and i founfd that the enemy with i till i mater reacts much faster to the player shoting or geting in site,i also found when the enemy i supresed with lots of fire(for the fpsc scripts ) there enemys slow down the shoting or pause often, when i tried this with the in tell i mater the enmey only reacted by bouncing around and moving out of the way.

just to let you know you script makes the enemy react faster and with more humanl like reactions..


agian great work ANTIMATER

tird of the same boring games, well then buy a cocon game and elemanate your bordem
Candle_
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Posted: 10th Jun 2006 05:14
I had one go to the kitchen and start making eggs ..

But really nice scripting.

brummel
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Posted: 10th Jun 2006 23:22 Edited at: 10th Jun 2006 23:22
Thank you, thank you, youre making my head swell, lol. Im glad that you have some use of the script. Actually i might just have gotten an idea of how to make it better, but its a secret how. If i get it to work i´ll post it here.
Les Horribres
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Location: My Name is... Merry
Posted: 11th Jun 2006 21:39
LOL... I just had to say this (and bump this)... but that script I posted isn't 2.0 but 2.1 lol, lol, lol... okay, it really isn't that funny.

Either way, keep at it Antimatter... keep at it.

We all have our inner noob. Join the NJL, we have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
brummel
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Posted: 12th Jun 2006 00:07
Thank you Merranvo, that was really nice said.
MR useless
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Posted: 12th Jun 2006 06:21
another bump dont wqant this buried in junk

tird of the same boring games, well then buy a cocon game and elemanate your bordem
Zerodin
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Posted: 12th Jun 2006 20:39
Thanks! This is nifty!

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
Fo Sho
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Posted: 13th Jun 2006 05:54
i put this script in, but when i hide, like under a crate, and pop out to take a peek, the enemy is just spinning around, that is the only thing i get annoyed by, but everything else is awesome.
brummel
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Posted: 13th Jun 2006 11:31
@Zerodin

Thank you.

@Fo Sho

Go to state=5, remove this ----> :state=5:rotatey=5

After youve done that it will not spin around.
The SpleenRippa
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Posted: 13th Jun 2006 19:01
This script is just used for the "Main" category of the enemy AI, or the "shoot" category?
Sorry the newb question. I bought FPSC like half a year ago, and I'm now trying to get into it and do something worthwhile
Fo Sho
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Posted: 13th Jun 2006 19:50
Another noobish scripting question, but how can i change the distance at which the enemy fires from to make it farthur.
Bloodeath 6 6 6
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Posted: 14th Jun 2006 06:48
antimatter would there be a way for you to script a giant enemy to pick up dynamic objects around him and throw them at the player?

http://ninjasoftforum.proboards107.com
Rick M
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Posted: 17th Jun 2006 07:24
Bloodeath 6 6 6, i suggest starting a new topic about that, just a suggestion(back on topic)

In Russia, Zombie Shoots You!
Benjamin A
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Posted: 17th Jun 2006 11:43
Are you still working on it? I did finally get a chance to play it and it's pretty good.

It's simple, yet pretty effective. It's funny how the enemies behave when they loose track of you, rotating in circles.

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