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FPSC Classic Scripts / Sensei AI. coming soon.

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Butter fingers
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Posted: 13th Aug 2006 01:16
I've just been finishing work on the first of a series of new AI scripts. Theses scripts use a new 'branching' AI, that uses up to 6 separate FPI scripts, linked to a central 'core' AI script.

This means characters can;

Know when the player is hurt, and react aggressively.

Know when they are hurt and retreat (on waypoints)

Flank the player's cover, or use cover

Basically by using interconnecting scripts, the characters are much more convincing (and harder to beat)

It's still early days yet, as we only have two AI cores complete (one for a sniper and one for an aggressive attack). But expect a video soon.

peace

butters

Mr noob
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Posted: 13th Aug 2006 01:48 Edited at: 13th Aug 2006 04:05
kick [mod edit] can't wait, sounds like heavy duty scripting though

Mod note:Swearing is not allowed.Please refrain from doing it.

sorry if all my post annoyed anyone, didn't know i was a hassle
FredP
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Posted: 13th Aug 2006 04:10
Butter Fingers,
Two problems that I have noticed with the scripts that came with FPsc is that very few of them actually involve attacking (I can tell becuase those that do involve weapons unless it's a melee script) and if there's one thing that annoys the heck out of me it is when I place an enemy in my game and he spots me and...reloads.
I hate to be picky but I would think that maybe firing or something like that would occur before the reloading but what do I know?
Anyways,this sounds like an excellent script and I am sure that any script which improves an enemy's AI will be welcome.I know I welcome it.
The concept of a branching AI is an excellent idea.Instead of just having set behavior the enemy can make different choices based on the circumstances.
Keep up the good work.



Butter fingers
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Posted: 13th Aug 2006 13:01 Edited at: 13th Aug 2006 13:02
thanks fred. and I've already fixed your niggles. It doesn't check to see if the weapon is empty at the start of the script (so no reloading until he's emptied the first clip), and I noticed a really retarded thing in every script, that I've fixed.

Normally when the enemy strafes, he wont shoot back. so if you keep shooting him, he keeps strafing and he never returns fire.

This has been fixed. Enemys strafe when under fire, and shoot back at the same time.

Branching, seem to solve the hang-up in the AI too, although looking at the source, priority gets stolen from enemies so easily that they will probably always be a bit dodgy.

Oh yeah, also wrote a health pack with a branching script, you can collect it, at which point a HUD icon of heath appears, then you can carry it around, and if your health drops below 10, or you press enter, you use the heath pack.

raptor222
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Posted: 13th Aug 2006 17:23
I just wanted to know how much i will have to pay fot these scripts.
or maybe their free

Pyramid entertainment - Play the game
FredP
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Posted: 13th Aug 2006 17:29
All I can say is...sweet.Looking forward to it.

Butter fingers
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Posted: 13th Aug 2006 20:21
I'm workin with a programmer friend to create better AI for fall of the fireflies.

Sensei will be released around september,(as it is going to be implemented in Fall of the Fireflies) once it is fully tested and complete.

I'll get up a video and full description tonight.

and yes, because of the current issues with AI, and the number of people complaining, this will be free.

brummel
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Posted: 14th Aug 2006 01:13 Edited at: 14th Aug 2006 15:28
The reason the enemy doesnt shoot when strafing is because the strafestate doesnt include useweapon and the other blaha, you have to include it in every state you want it to be shooting.

Anyway, your idea sounds excelent Butter fingers, I look forward to it.

Dont forget to visit my website for scripts!
Butter fingers
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Posted: 14th Aug 2006 20:20
Quote: "The reason the enemy doesnt shoot when strafing is because the strafestate doesnt include useweapon and the other blaha, you have to include it in every state you want it to be shooting."


Brummel, I'm guessing that was for all those that didn't know (cuz obviously if I re-wrote the script, I'd know that.

Just an update really,

sensei AI can now support sentry guns.

A melee script is in the making as I type, but thats gonna require a new biped, as there is no "hit playerwith gun" animation.

Once that is done, enemies will hit the player with their gun, if the player gets too close.

It's all going pretty well, but I need to know if anyone else suffers from the WAYPOINT BUG.

As in, a character gets stuck and just paces on the spot instead of walking. I had a look in the source and it could just be that the game steals priority from them and they get confused, but if anyone knows a simple fix, to stop them spazzing out, that'd be great!!

brummel
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Posted: 14th Aug 2006 21:33
Quote: "I need to know if anyone else suffers from the WAYPOINT BUG."


Yeah, i hate that bug. If you could fix it, i guess everybody in this forum would cheer.

Quote: "Brummel, I'm guessing that was for all those that didn't know (cuz obviously if I re-wrote the script, I'd know that."


Yes, of course, just clearing out that for the others so they know how it work.

Dont forget to visit my website for scripts!
Bongo
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Posted: 15th Aug 2006 01:37
Quote: "It's all going pretty well, but I need to know if anyone else suffers from the WAYPOINT BUG.

As in, a character gets stuck and just paces on the spot instead of walking. I had a look in the source and it could just be that the game steals priority from them and they get confused, but if anyone knows a simple fix, to stop them spazzing out, that'd be great!!"


All I do is barely raise the enemies off of the ground by tapping the page up key before I set them down and they move around and follow waypoints just perfectly. (I said the same thing in a reply in the main fpsc forum but I'm also putting it here so maybe more people will see it. I was sooo frustrated with the enemies not following the waypoints and getting stuck and being retarded that I uninstalled fpsc in anger but then a few hours later I installed it again to try this idea out and it solved all those problems in quotes here. They just can't actually be touching the ground and they move fine. You can't tell that they're slightly off the floor, either.

I like pie.
brummel
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Posted: 15th Aug 2006 19:53
@Butter fingers

So what about that video you were going to upload here?

Dont forget to visit my website for scripts!
Butter fingers
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Posted: 15th Aug 2006 22:43
Sorry man, been very busy at work. Haven't even looked at a FPSC file in the last 48hrs!

I'll have a video uploaded on saturday, because I'm away doing a pitch until the end of the week. Sorry for the delay, but I won't break my promise!

brummel
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Posted: 15th Aug 2006 23:02
Okay, take your time.

Dont forget to visit my website for scripts!
Nue B
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Posted: 16th Aug 2006 05:54
Sounds like a great use for the "runfpi=x" command. can't wait to see it in action.

Nue B. or not Nue B. That is the question.
DJ TJJ
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Posted: 16th Aug 2006 15:53
wow! this looks great, another for my test list...



http://www.freewebs.com/djtjj3/
Luke314pi
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Posted: 16th Aug 2006 23:13
This sounds awesome, I can't wait!
FredP
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Posted: 23rd Aug 2006 23:46
Gotta bump this.

Butter fingers
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Posted: 23rd Aug 2006 23:54
yeah. you gotta.

I'm having a few probs making a video.

AI works fine normally. But when I try to record it with fraps the resultant slowdown makes the AI crash.

MMMM.

might just film the screen with a video camera!

brummel
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Posted: 24th Aug 2006 15:33
Yes, anything so we can see the AI in action.

My site is now updated with info and a teaser about my game The Peacemakers. My blog is now ready and i have written my first contribution!

Check it out now!
Butter fingers
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Posted: 24th Aug 2006 16:56
ok ok. I'll get it up tonight.

(that's not a sentence you wanna find yourself saying to your girlfriend)

If I can't get a video made. I might just post a minidemo.

Due to the use of waypoints the AI needs a manual for effective use.

I'm gonna work really hard on Sensei tonight. Check back later

brummel
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Posted: 24th Aug 2006 18:24
Quote: "ok ok. I'll get it up tonight.

(that's not a sentence you wanna find yourself saying to your girlfriend)"


LOL!

My site is now updated with info and a teaser about my game The Peacemakers. My blog is now ready and i have written my first contribution!

Check it out now!
Butter fingers
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Posted: 25th Aug 2006 21:35
oh pants.

I'm having some MAJOR issues with sensei.

it was fine until I tried to add a few new scripts to the tree.

THen everything stopped working (they stood there with no guns appearing ).

I figured this was a bad sign, and deleted the 2 new scripts, but now the bug is still there.

I tried running my backup of the folder (containing working versions of all the scripts, but that had the bug too.)

I was up until 3 last night trying to fix it, but no luck yet.

I'm going to start again now, adding 1 script at a time until I find which one is fezzing it up.

I'm pretty frustrated right now. I thought I was really onto something here. Will report back in a while!

brummel
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Posted: 25th Aug 2006 21:44
I ran into a problem like this just a couple of weeks ago.

When the enemies died, they didnt "die", they just froze and stayed at the same animationframe the rest of the time. It happened to me when i was gonna try adding on somethings to one of the characters texture and apply lightmapping.

Anyway, i hope that your problems will clear out soon. Happy scripting.



My site is now updated with info and a teaser about my game The Peacemakers. My blog is now ready and i have written my first contribution!

Check it out now!
Butter fingers
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Posted: 28th Aug 2006 04:16
Ok, here is a video so far people.

sorry about the low quality, but the next level up made the vid 5mb!

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Seth Black
FPSC Reloaded TGC Backer
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Posted: 28th Aug 2006 04:32
Butter fingers,

Greetings. Whoa! Incredible! The community will be eternally grateful after this is released.

Thanks for the hard work, and the generosity.

Seth Black

"...I'm sorry, could you repeat your question a little louder? I'm a trifle deaf in this ear."

- Willie Wonka
Luke314pi
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Posted: 28th Aug 2006 05:20
Thanks for posting the vid - it looks awesome in motion!
s4real
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Posted: 28th Aug 2006 06:00
nice vid looking good.
FredP
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Posted: 28th Aug 2006 07:59
Nice video.I can't wait for this.It's going to make my life a lot easier.

Darth Valtar
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Posted: 28th Aug 2006 08:27
Is this AI being made through fpi or source code? I finaly got off my butt and dragged out the ol visa and ordered Dark Baisc Pro.I have got to see the FPSC code for myself and see if theres anything we can do to help out with the AI,save/load or even by a long shot,swimming/diving in water. But ya AI is a big deal so it will be nice to check out the bare bones on that can of worms. So far I haven't had any problems with the characters except that they go through that one part of there animation where there hovering in mid-air and it looks like they are tring to swim. Humm.
Butter fingers
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Posted: 28th Aug 2006 13:47
darthvaltar, that's an easy bug to fix. Just chang ehte animation reference for get back up to about 25 frames less, in the characters FPE

Mr noob
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Posted: 28th Aug 2006 15:05
how did you make the allies in the clip, i sa the ai shooting at the other bots, how did you do this
The Silent Ayehika
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Posted: 28th Aug 2006 17:03
He made a script for it to work

Listen up.Im EBIL.
Mess with me and PREPARE TO GO TO EBIL HELL!
Opposing force
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Posted: 28th Aug 2006 17:26
Butter Fingers, I just watched the video and I must say it looks rather impressive. When you release this pack newbs may stop requesting allies. What you have just demonstrated is proof that FPSC can handle allies. I look forward to your pack as I do with all your other stuff

visit http://teammegabasic.proboards59.com. Register and expand our community. Registration is free and only takes a minute.
Silent Thunder
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Posted: 28th Aug 2006 20:50
wow, can't wait for that script, the allies part is kick.........., well you know.

3.2 Ghz PD Processor, 2 GB of (667 Mhz) RAM, 10,000 RPM HD,
ASUS GeForce 7950 GX2 (1 GB of onboard video memory)
Darth Valtar
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Posted: 29th Aug 2006 04:26
Thank you Butter Fingers, It worked. No more swimming in mid-air. Awaiting DBP and life continues.
the programmer
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Posted: 29th Aug 2006 05:18
wow
Gingerkid Jack
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Posted: 29th Aug 2006 18:23
Thats.......Um..........(faints at the sight of allies)

I was Jacko but I changed my name.
Holly-Cat-Games
Disturbing 13
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Posted: 29th Aug 2006 18:45
Great vids and I love the fact that an enemy will be able to attack by hitting us with his weapon if too close. That rocks man!

flashing snall
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Posted: 29th Aug 2006 20:12
nice! Allies! W00t!

Your signature has been erased by a mod
Butter fingers
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Posted: 29th Aug 2006 22:05
Disturbing 13.

Actually dude, I need to talk to you about that. If I rig up the custom animation in milkshape, can you rig a few of my characters with it? I really don't know if it'll work until I try it.

To everyone else. Yes it's a combination of new scripts, and Empty's source update beta.

I was really lucky that Empty released his beta as I was working on sensei, as it has allowed me to make smart enemies AND smart allies!

I'm really gonna bug test this rigorously, and it'll be continuously updated in conjuntion with fall of the fireflies, but come FOTF release in september, this will be a fully fledged separate product .

I'm glad people are excited about this. I think AI is a key area of improvement for FPSC

creator of zombies
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Posted: 30th Aug 2006 17:45
butter fingers, this looks awsome!!. If you abandon this, i shall come and poke you with a big stick

ZOMBIES!!! coming 2006!!!
Mr noob
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Posted: 30th Aug 2006 18:23
butter fingers,
your my hero, and my go. this just looks fantastic, i am not surprised people are exicted, after seeing that demo i cried.
Smitho
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Posted: 31st Aug 2006 10:08
Okay first of all, you are an absoloute BEAST! Can't wait for this!

Quote: "butter fingers, this looks awsome!!. If you abandon this, i shall come and poke you with a big stick"


If he abondons this ill poke him with my big stick..
Can't wait Can't wait Can't wait Can't wait Can't wait!

Yours deleriously in Gaming,
Dan!!!!

Weeee
Disturbing 13
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Posted: 31st Aug 2006 13:13
@Butterfingers- You already know where to send them I await your mail and will be desperately waiting for vids of them in action.

Johny English
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Posted: 1st Sep 2006 21:53
How many times I must wait

SIXOFT - This is not just a game, this is a SIXOFT game.
Opposing force
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Posted: 1st Sep 2006 22:07
Johny English, stop bothering Butter Fingers. He has a lot to do right now on his game so be patient.

visit http://teammegabasic.proboards59.com. Register and expand our community. Registration is free and only takes a minute.
Butter fingers
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Posted: 1st Sep 2006 23:06
Johnny.

I'm not being nasty, or ignoring you. And I'm not having a go at the fact you're foreign, it just that you don't ask very useful questions.

for example. when I posted showning my decal lights you asked if I made them, I said yes.
Then Later, in one of the FOTF posts you asked the same question.

After a while I got tired of reading the same question, or just plain, not understanding the string of nouns you typed.

I'm really glad you're excited, but this stuff takes time. You don't want another rushed AI, because that would be no better than what we've already got.

Oh and finally, sensei will be noob friendly, but it will require you to READ, it's not just click and use!

Johny English
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Posted: 2nd Sep 2006 20:42
Ok, I stop bothering

SIXOFT - This is not just a game, this is a SIXOFT game.
Mr noob
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Posted: 2nd Sep 2006 22:45
hey butters*if i can call you that*

now i am new, and have looked into your script, and am exiceted.
but i have a question, you know in your clip*of course you know*
you have allies, well i was just wondering if the line of codeing required for that specif command would be able to be used for different entities such as hummers and tanks.

just a simple yes no would be appericated, though i don't see why not considerind characters are entities, though as i am new i amn't sure, and your the best person to ask on the matter.

Thank you.

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