Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Work In Progress / Airslide's AI Pack + Tips for Better Opponents

Author
Message
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 23rd Oct 2006 03:41 Edited at: 12th Apr 2007 20:48
Airslide's AI Pack
Download

Overview
This is a pack (or will soon be) of enemy AI scripts. The method uses a single core script that in turn calls other scripts, leading to a much more effective AI.

Lisence
Free for commercial and non-commercial, but if you want it in a commercial game I'd like a copy of the game and credit.

EDIT: I'd like credit for non-commercial games too

How-To-Use
A readme is contained as information pervious to finishing the installation. (If you are having trouble with responding, simple turn physics off and always on to yes)

Tips for Better Opponents

Part 1: Zone Spawning
This method improves framerate and helps garentee response from your enemies. Follow these steps:
*Create your enemy in a diffrent room than the player.
*Make each room connected by a door.
*Name the enemy 'test enemy 1'
*Place a trigger zone outside the door (in the player room)
*Right click the trigger zone, and remove the sound field.
*Change the script to 'plrinzoneactivatedused.fpi'.
*Change the ifused field to 'test enemy 1'.
*Right click your enemy.
*Set spawn at start to No, and spawn after delay to Yes.
*Test Game

Part 2: Rapid Fire
This is extremely easy, though test in FPSC's editor leads you to do the opposite of what you should. Simply right click on your enemy, and set the rate of fire to a high value like 130. The editor says a lower value is faster, and it was in EA, but this was changed in V1.

Part 3: Reload Sound
This won't really enhance AI, but it is a nice touch to your game. It works best with my AI scripts since they have been specially configured for this.
*Navigate to your FPSC Directory and click on 'Files'.
*Now 'gamecore', then 'guns', then 'ww2', then 'tommygun'.
*Right click 'reload.wav' and select copy.
*Go back to the Files directory and click on audiobank.
*Create a folder named 'guns' and place 'reload.wav' inside.
*Try a test game and hear a reload sound when enemies reload! (Default scripts will play it after reload, mine will play it as it reloads)

I'll expand the tips as I go, this is just a start

Attachments

Login to view attachments
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 23rd Oct 2006 03:42 Edited at: 23rd Oct 2006 03:43
Required Screenshot (No, you can't have the gun )

Want FPSC content? Click Here!
Want to get your content there? Send us an e-mail!

Attachments

Login to view attachments
Silent Thunder
18
Years of Service
User Offline
Joined: 6th Feb 2006
Location: The Ship
Posted: 23rd Oct 2006 04:00 Edited at: 23rd Oct 2006 04:08
thanks, this will make enemies better, did you make that gun? It's so awesome.

i had a question, how do we use the scripts in your download?
Do i put the general_standard script in the main?
What do I put for the the shoot script?

sorry, I'm a complete noob to scripting.

s4real
VIP Member
17
Years of Service
User Offline
Joined: 22nd Jul 2006
Location:
Posted: 23rd Oct 2006 04:29
Nice work will check this out.

many thanks

Im a wizz at texturing toilets
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 23rd Oct 2006 04:51
Thanks s4real

@Silent Thunder - Put general_standard as main and nothing as shoot (just clear it). I didn't make the gun, it is from the WW2 media pack, but I animated it and modified some of it to make it more realistic

Want FPSC content? Click Here!
Want to get your content there? Send us an e-mail!
Steam Assassin
18
Years of Service
User Offline
Joined: 21st Sep 2005
Location: behind you...
Posted: 23rd Oct 2006 05:03 Edited at: 23rd Oct 2006 05:24
Thanks, Airslide. This looks quite neat-o.


I used to be Paper Assassin. Remember?
Silent Thunder
18
Years of Service
User Offline
Joined: 6th Feb 2006
Location: The Ship
Posted: 23rd Oct 2006 05:14
Thanks for the help.

Quote: "but I animated it"


by the way are you good at animating guns?
if you are, you could animate my guns that will be in my media pack and get the pack for free or something.
if you want to, we could just e-mail each other so i wouldn't be hijacking your thread.

Tell me what you think.

Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 23rd Oct 2006 06:03
I might look into it, but I'm still waiting to animate Avenging Eagle's WW2 pack.

Depending on what I'm making and what I need, sometimes I rig it to an orignal FPSC weapon skeleton, but if you've seen my gernade thread sometimes I just make it from scratch

Want FPSC content? Click Here!
Want to get your content there? Send us an e-mail!
Silent Thunder
18
Years of Service
User Offline
Joined: 6th Feb 2006
Location: The Ship
Posted: 23rd Oct 2006 07:00
ok, if you ever have the time, are interested, or just want to talk, just send me an e-mail.

FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 23rd Oct 2006 09:27
Nice work,Airslide.

Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 23rd Oct 2006 17:09
@Silent Thunder - Ok, I'll consider

@FredP - Thanks! By the way, how is the vehicle script I sent you working? Did you ever get it to start moving?

Want FPSC content? Click Here!
Want to get your content there? Send us an e-mail!
FredP
Retired Moderator
18
Years of Service
User Offline
Joined: 27th Feb 2006
Location: Indiana
Posted: 23rd Oct 2006 20:58
I think the keys you are trying to use to move the vehicle are hard coded into the engine for player movement.
Maybe the arrow keys would work better.
I will take a look in a little bit and see.

Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 24th Oct 2006 02:06
Yes, they are the W,A,S,D keys, and it will seem like player movment (almost) unless you set the speed of the object to 500 or higher.

Want FPSC content? Click Here!
Want to get your content there? Send us an e-mail!
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 24th Oct 2006 04:12
If only there were as many posts as there were views

I'm thinking of releasing an updated version with the object scripts I'm putting together. Note: I haven't finished them, so I can't say whether or not they will work in the end:

1) Rocketship - Lifts off when activated (just goes up, up, up...)

2) KeyPad - Enter the correct combination in order to activate (requires customization)

3) Objective List - Shows a text with objectives when the user presses a key such as 'o' (seperate scripts required for each level, customization also required)

4) AutoSave Zone - Saves into slot 1 when user enters zone

5) Vehicle Basic - DRIVABLE VEHICLE! (In testing!)

If you have any other ideas please tell

Thy whom forces such labor as that of homework sacrifices thyself to eternity in blackness amongst the horrors of which they bestowed upon others during thy life.
flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 24th Oct 2006 04:38
number 5 sounds good. and this is sick, having fun with messing with the AI. i like how they dont always go straith for you, they retreat down the path a little.

http://smallgroup.be
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 24th Oct 2006 05:01
Quote: "i like how they dont always go straith for you, they retreat down the path a little."


What's funny is that I didn't program them to do that

Thy whom forces such labor as that of homework sacrifices thyself to eternity in blackness amongst the horrors of which they bestowed upon others during thy life.
NIK
18
Years of Service
User Offline
Joined: 4th Feb 2006
Location: Texas
Posted: 24th Oct 2006 05:04
Airslide are you interested in helping me with some custom scripts?

-NIK

Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 24th Oct 2006 05:59
Sure, you're work is awsome and I'd be honored to help

Just send me an e-mail with what you neeed

Thy whom forces such labor as that of homework sacrifices thyself to eternity in blackness amongst the horrors of which they bestowed upon others during thy life.
flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 24th Oct 2006 22:36
oh, i know that put findplr for shoot...

http://smallgroup.be
filya
17
Years of Service
User Offline
Joined: 23rd Aug 2006
Location: USA
Posted: 25th Oct 2006 00:11
Quote: "Quote: "i like how they dont always go straith for you, they retreat down the path a little."

What's funny is that I didn't program them to do that"


aaah....evolving script I see
isnt that why its called AI

-- n00b at playing games...and now at making em too :p --
flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 25th Oct 2006 01:02
'ghosts in the machine'...

http://smallgroup.be
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 25th Oct 2006 02:12
Quote: "One day they'll have secrets... one day they'll have dreams.
Dr. Alfred Lanning"


The forum provides a means to hide our true identity. Too bad we always screw up and let it be seen.

flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 25th Oct 2006 02:24
hehehe... good movie, but cant get off topic now. why do you think that it would do that? they try to follow were I had gone, or do what there susposed to. kinda cool, cause you dont always know were they are if there following your trail...

http://smallgroup.be
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 25th Oct 2006 03:27
Well, it follows markers dropped by the player (many FPSC scripts do this) so if you run around in circles so with the AI

Thy whom forces such labor as that of homework sacrifices thyself to eternity in blackness amongst the horrors of which they bestowed upon others during thy life.
flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 25th Oct 2006 22:32
i noticed that....

http://smallgroup.be
Luke314pi
18
Years of Service
User Offline
Joined: 11th Apr 2006
Location: Minneapolis, MN
Posted: 27th Oct 2006 21:05
This is great, thanks!

flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 27th Oct 2006 21:41
when do you think the next update will be?

http://smallgroup.be
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 27th Oct 2006 23:01
A few days, I'm still working together some more object scripts, I've been very distracted with another project though...

Thy whom forces such labor as that of homework sacrifices thyself to eternity in blackness amongst the horrors of which they bestowed upon others during thy life.
flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 28th Oct 2006 01:26
ok, btw, i love your sig, so true, so true.

http://smallgroup.be
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 28th Oct 2006 06:13
Ya, I came up with it while sorting through my massive heaps of History homework

Thy whom forces such labor as that of homework sacrifices thyself to eternity in blackness amongst the horrors of which they bestowed upon others during thy life.
flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 29th Oct 2006 03:27
Have you noticed that if you have a bad guy using your script he follows you, and tries to not let you get away? Well, somtimes, if you sneek up on them, or if you run fast and circle around, thell be running into a wall. when you shoot them, they face you, and then go back to running into the wall. Can this be fixed in the upgrade?

http://smallgroup.be/
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 29th Oct 2006 17:44
Um - that's weird. I'll look into it. Under normal circumstances (and even through other various tests including circling around a big map with walls blocking the view of the player) they seem to act fine. Hmm...

Thy whom forces such labor as that of homework sacrifices thyself to eternity in blackness amongst the horrors of which they bestowed upon others during thy life.
creator of zombies
18
Years of Service
User Offline
Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 29th Oct 2006 18:56
Quote: "Have you noticed that if you have a bad guy using your script he follows you, and tries to not let you get away? Well, somtimes, if you sneek up on them, or if you run fast and circle around, thell be running into a wall. when you shoot them, they face you, and then go back to running into the wall."



Me too

Zombies: Dark shadows RELEASE DATE: TBC
flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 30th Oct 2006 22:17
not compaining though because most of the time, if set thre health to the same as yours, set there rate of fire to 700, they often beat me. witch is awsome!

http://smallgroup.be/
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 16th Nov 2006 02:42
Sorry guys, been slacking on the script pack, I'll have it out soon...

flashing snall
18
Years of Service
User Offline
Joined: 8th Oct 2005
Location: Boston
Posted: 17th Nov 2006 04:00
no problem, you got ( ITHINK) 3 projects under your belt, star gate,this, and decal maker.


"these shoes are 300 hundred dollars"-Shoes by Kelly http://smallgroup.be/
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 17th Nov 2006 04:26
And that's not counting the various DBP games, Quake 4 mods, and Doom Mods

Reality Forgotten
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 17th Nov 2006 05:34
Quote: "not compaining though because most of the time, if set thre health to the same as yours, set there rate of fire to 700, they often beat me. witch is awsome!"


Wierd I put there fire to 0 and they own me......I think that 0 is rappid as well as the hire numbers.

RF

Airslide you should work on a script to spawn segments.

Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 17th Nov 2006 23:49
Quote: "Airslide you should work on a script to spawn segments."


Spawn segments? Not possible. They aren't dynamic, you'd have to make it into an entity first (segments are built into the level)

Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 26th Nov 2006 00:09
Finished Keypad script, look in Script section. I'm considering putting it in this pack, or just sending it to those who are nice enough to say thankyou.

MK83
FPSC Reloaded TGC Backer
18
Years of Service
User Offline
Joined: 10th Jun 2006
Location: Greeneville, TN
Posted: 26th Nov 2006 05:31 Edited at: 26th Nov 2006 06:02
OK now I got the right one, thanks, Airslide.
Can't wait for Beta 4. Thanks again.


http://www.mk83productions.com http://www.freewebs.com/mk83
Father Tree
17
Years of Service
User Offline
Joined: 19th Nov 2006
Location: England - Plympton
Posted: 26th Nov 2006 14:53
looks cool airslide cant wait for the next beta
keep up the good work!!

Thanks

Benjamin A
18
Years of Service
User Offline
Joined: 31st Oct 2005
Location: The Netherlands
Posted: 27th Nov 2006 09:46
I'm working on the sequel of Commander Josh at the moment and I've been looking for an improved AI. I did script my own for tje original Commander Josh, it works OK, but not as good as I like it to be. I've been considering improving my scripts, but since I'm only using enemy scripts very little for my games, I'm not 100% sure if it's worth all of my time.

So, time to look for alternatives and options and I've tried you script to see if that's what I'm looking for. All I can say is IMPRESSIVE!!!! This AI is excellent, I'm really impressed by it and how well it works. Enemies are reacting promptly, are behaving well and even fight back Also the scripts seem to be much less demanding then the original enemy scripts.

I'm only playing with them at the moment, but I'm pretty sure they will be included in the game.

got a couple of questions:
Are there any problems I should be aware off?
What is the useage license?
Do you plan on making more of these scripts to have various enemy behaviours?

Thanks for releasing this awesome work!

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 27th Nov 2006 16:10
Shadow 7 - there are a couple of scripts in the scripting section that do that.

@Ben -
1. There may be a few problems if they are spawned at the start of the game. Use triggers for best performance.

2. Free, but if you want it commercial I'd like a copy of the game and credit

3. Why not? I'll give it a shot. I was aiming for an all-in-one bot style script, which I think I've succeded in, now I'll try to make scripts that simulate tatics (like one that looks as if he's covering another guy kinda thing)

@All - Thanks for the comments!

Benjamin A
18
Years of Service
User Offline
Joined: 31st Oct 2005
Location: The Netherlands
Posted: 27th Nov 2006 17:14
Thanks Airslide! I'm planning on using the script for the competition, so you'll get the credit right away, but the copy of the game will take a little while longer. If I forget make sure you remind me of it.

Looking forward to additional AI scipts!

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 28th Nov 2006 00:09
I was thinking of making one called 'Flank', where you place him by a waypoint that leads from one position over cover to another, and he'll
go back and forth trying to get the best shot at the player (not really sure how else to put it )

Benjamin A
18
Years of Service
User Offline
Joined: 31st Oct 2005
Location: The Netherlands
Posted: 28th Nov 2006 00:18
Cool idea!

http://www.gamefun4u.nl/index.html
GameFun4U, the ultimate funtainment. Cool Games and Resources for your own games.
Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 28th Nov 2006 00:29
Hopefully I can make a hole sew of more subscripts for the 'hub' scripts to call, so it will hopefully get better and better

Airslide
19
Years of Service
User Offline
Joined: 18th Oct 2004
Location: California
Posted: 28th Nov 2006 03:08
set his time alive (or whatever it is in the spawn settings) and set it to 1, he should automaticly die in 1 second after spawning.

Gam3r
18
Years of Service
User Offline
Joined: 15th Mar 2006
Location:
Posted: 30th Nov 2006 02:44
I have a funny problem... watermark in the way but you get the idea

The Beta Cell Website
2%
http://tbc.redlime.org

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-07-01 05:04:53
Your offset time is: 2024-07-01 05:04:53