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FPSC Classic Scripts / AI Upgrade Resurrection feature request

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Gamer X
16
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Posted: 23rd Apr 2011 22:16 Edited at: 28th Apr 2011 17:23
Basically, as of late I have been thinking of bringing back my AI UPGRADE (under a new name of coarse). This will mainly be integrating my original AI upgrade with Dark AI. The finished product my take a while before release but that is way I am getting the feature requests out of the way now.

So I need to know 2 things

1. Would you like to see this resurrection?

2. What features would you like the enemy/ally to be able to do?

I will keep notes of all requested features.

EDIT: for those that don't have a clue what this is about. here is the original Ally Enemy Upgrade thread. http://forum.thegamecreators.com/?m=forum_view&t=151346&b=23

The work I placed in those scripts followed me ever since I dropped the support for them, but I am not about to bring back something old with new looks that is not wanted.

firelord
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Posted: 24th Apr 2011 03:52
yes i would like to see a resurrection..im also working with dark ai aswell..trying to make a complete ai hirarchy..so the ai will be as intelligent as possible..im trying to make it so instead of the npc chasing or just shooting at the player, using the take cover command and popping up using the duck commnand then not ducking if the player is seen then npc shoot at player, but if player shoots npc..it will take cover straight away then my idea was if player moves forward i use the airandom move command to move npc then restreat to next avalible cover point and loop until either npc or player dies..thats a basic run down of what i have been working on..so good luck and i will be interested to see another thread on this subject...
Gamer X
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Posted: 24th Apr 2011 19:09
Thanks firelord for your input and I have actually thought about that type of cover system since I had the cover system in the upgrade. Unfortunately, that was only a low version of a cover system seeing how I was using a limited power of FPI commands for it.

Reminder for everyone else, The resurrection will only happen depending on the response I get in this thread. 1 response will not get this going.
I will not bump this back to the first page of threads if it gets pushed back, for that just tells me there is no interest in these scripts being made.

Soviet176
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Posted: 24th Apr 2011 19:17
I would like to see this very much so Gamer x. If I had a request it would be AI cover. I would like to see AI be able to respond to shots by crouching and taking cover behind objects and standing up to take a couple of shots before crouching back down again.


firelord
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Posted: 25th Apr 2011 18:39
i no this may seem weird...no offence but the title of this thread may need altering as most people wont remember the ai upgrade pack..just so i more people will want this as it is probably the most important thing for fpsc,as it makes games on par with udk and unity ai
Gamer X
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Posted: 26th Apr 2011 02:30
The name, I feel, is appropriate for this thread. I have spent most of my early time here on the forums producing the ally and enemy upgrade scripts for FPSC before the introduction of Dark AI into FPSC. When Dark AI made it's way from Fenix Mod to FPSC Vanilla, I dropped all support for the scripts. Although that wasn't the only reason for me dropping support. Now after what is about 2 years since dropping the support for them I feel like bringing them back with a bit more life.

Here is the last thread on the entire AI Upgrade to see why I feel like using the name I put for this thread.

http://forum.thegamecreators.com/?m=forum_view&t=151346&b=23

da2020
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Posted: 28th Apr 2011 09:46
I like to see this done as well Gamer X! for the features though I would like to see the Ai's responding to shots like what Soviet176 requested.
charger bandit
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Posted: 28th Apr 2011 12:55
I would like to see some cool AI scripts,we could use some fleeing enemy script,a good script for bosses too.


da2020
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Posted: 28th Apr 2011 13:18
And the cover system I just saw on that thread is AMAZING! It will be definitely be more awesome cause of DAI's pathfinding
CapnBuzz
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Posted: 3rd May 2011 07:37
AI in FPSC can always use some imaginative tweaking. I'm impressed by teh videos and work you did before... and would certainly be interested if you decided to move forward with a new upgrade.
Michael Thompson
15
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Posted: 5th May 2011 12:28
I would love that. a few ideas; if the player is shot, or the entity is shot, then it initiates firing back. I have another idea about when it follows waypoints, but then it would become game specific. Also, it would be nice to be able to download the files. (I didnt mean to sound offensive, if I did I am sorry, just trying to use a bit of humor lol) coz I tried to download the files and I couldnt.

But one thing I planned on doing was setting it up so that if the player walks through a trigger zone, it sets a global variable to 1, and in the ally script, when that happens, it then swaps over to waypoints. This could be quite useful when trying to make your games a bit more cinematic.

By the way... have a coffee...

A mod has been erased by this sig because it is too large
Gamer X
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Posted: 8th May 2011 00:04 Edited at: 8th May 2011 00:05
Quote: "Also, it would be nice to be able to download the files. (I didnt mean to sound offensive, if I did I am sorry, just trying to use a bit of humor lol) coz I tried to download the files and I couldnt."


The Last scripts I worked on are available for Download still. I just never felt like completely giving them up and left them for download. You have to use this one http://files.filefront.com/AI+Upgradezip/;13877961;/fileinfo.html to download them. The Secondary one was when Filefront (gamefront) was down at one point and I needed a backup download, which is no longer available. I do know the Filefront one still works though.

and Thanks for the coffee .

and noted all the newly mentioned features wanted.

As for the next evolution of the AI, I am uncertain it will happen. Like I have said before it only will happen if THE PEOPLE want it to happen. Otherwise, it will be placed into a dark closet, where it will remain, till I take it back out for another one of these types of threads or as a boredom project.

Gamer X
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Posted: 31st May 2011 14:41
Alright, everyone. I am going start on this as a side project (I will work on it but I will not spend all my free time on it). Expect a video and new teaser thread in 2-5 weeks.

Baconhead
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Posted: 9th Jun 2011 17:28
I would like to see AI scripts,specially for boss characters
firelord
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Posted: 24th Jun 2011 20:23
how is it going what features are you adding to the ai script?
xymore
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Posted: 24th Jun 2011 22:17
some nice boss scripts ...
Gamer X
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Posted: 25th Jun 2011 17:11
Quote: "how is it going what features are you adding to the ai script?"


Slowly, after all it isn't the first thing on my list of things to-do.
I will be upgrading a select few of the original scripts I made. I will create a AI similar to that of CoD games as in the whole moving forward to select positions, retreat when needed, etc... just the whole basic linear gameplay type of scripts for both Ally and Enemy. A few Boss scripts designed for specific weapons such as a sniper boss, Heavy Weapon Boss, etc... further more multiple scripts might be interlocked through scripting to allow for quick switching during battle. such as an assault ally can switch his script to Close Quarters Combat and then back again.

That is just a basic outline of what I will try and do. But remember what I said before...
Quote: "I am going start on this as a side project (I will work on it but I will not spend all my free time on it)."


Michael Thompson
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Posted: 4th Jul 2011 15:21 Edited at: 4th Jul 2011 16:07
One thing I would like would be for the person making the levels to be able to place zones which will set a global variable. Say I wanted the ally to crouch to follow me through a narrow gap, there would be a trigger zone that works like so:
:state=0,plrinzone=1:globalvar=1,setvar=1,state=1

and then at the other end of the gap, there could be another zone which sets the variable to 0 again.

And please forgive me if my ai scripting is incorrect... I havent even looked sideways at AI scripting simce maybe christmas. But anyway, that would allow the designer to make the ally crouch at a certain area. It would probably be better if it detected the entity in that zone instead of the player though. Anyway, this could be done with other settings, such as engage and disengage enemy, which would all be detected in the enemy's main script. Pretty much similar to my last post but that's a few more ideas, which should all be somewhat easy to implement.

EDIT
Also, I just remembered that I should let you know, I just downloaded the scripts now. I had trouble all the way back then but it's not a problem any more. I am starting to think that it may have been my computer. Not long after I tried to download, I had problems with 1.18, but they were probably different.

firelord
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Posted: 6th Jul 2011 18:24
just a quick update would be good....kind of eager to get the new scripts.....
maho76
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Posted: 6th Jul 2011 18:47 Edited at: 6th Jul 2011 18:52
hi joker, nice to meet you here.

would be a great expansion and an alternative use instead of DarkAI.

do you think you can get an eye on better/smoother performance than darkai without "ai-lag" where char doesnt react?

and most important: cancel running into walls or hang on edges in open rooms.^^

EDIT: oh, an option/script-part that the AI is a shield for the player, so moving in front of him in a little distance to cover the player, also in movement, would be awesome.


have fun & thanks, ich bin gespannt.

gz
Gamer X
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Posted: 7th Jul 2011 16:59 Edited at: 7th Jul 2011 16:59
Update. it is going slow and steady while I maintain 20 other things at the same time.

Quote: "hi joker, nice to meet you here."

You must have me confused with some one else.

I will also add that I am integrating DarkAI into the original AI to create an AMAZING AI. WHY? because Dark AI fixes a lot of the problems the original had.

firelord
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Posted: 28th Jul 2011 20:22
how is it going a quick update would be cool...thanks
Gamer X
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Posted: 29th Jul 2011 16:52
still maintaining 20 different things. However, in between the work I am doing on my game and the media I am working on it. I have manage to get the following attacking and cover to reload to work. Once I finish the "basic scripts" I will manipulate them into all the other scripts to go with this.

that is your wanted update. if you don't like it then wait until I open a new thread when it is done.

firelord
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Posted: 29th Jul 2011 18:11
ok thanks gamer x......good luck with all your other projects..
Bugsy
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Posted: 6th Aug 2011 00:12
bit of a bump, but what about a main-script that automatically lets enemies know where the player is, and directs them to him.

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
TheDesertEagle
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Posted: 6th Aug 2011 01:04 Edited at: 6th Aug 2011 01:06
@Bugsy
i dont like that idea all the enemies in the map coming after you at once....
@GamerX
I would make this stuff myself but im still learning FPS Scripting
i would like
1.Allys and enemies taking cover when low on health (i would put heal zones there for them to heal)
2.N/A(i will come up with something)



yes i would like to see resurrection

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
2Beastmode4u
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Posted: 7th Aug 2011 02:18 Edited at: 7th Aug 2011 02:19
Quote: "I would make this stuff myself but im still learning FPS Scripting"

That is like saying:

I would feed myself but I'm still learning how.

Quote: "yes i would like to see resurrection"

I'd like to see a billion dollars in my bank account and yet that doesn't happen either...


Cheers.

God help me, Please.
firelord
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Posted: 23rd Aug 2011 22:51
have been working with x10....just had a look for an update...are you planning using just dark ai....have been playing with dark ai myself but still not finished my scripts....wourndering how your gettin on
Gamer X
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Posted: 24th Aug 2011 03:46
well it is coming along... I have managed to get it set up for normal attacking and melee. Now I am fine tuning a cover system that hopefully will work like I want it to.

I am using a combination of Dark AI and the Original AI that I used in my original scripts.

EGG HEAD OF DOOM
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Posted: 28th Aug 2011 20:25
good to hear things are going well.

Bugsy
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Posted: 28th Aug 2011 20:26
Quote: "i dont like that idea all the enemies in the map coming after you at once...."


they won't if you spawn them one at a time

imageflock.com/img/1303928322.png[/img]
skype = isaacpreston. I want to talk to YOU
firelord
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Posted: 19th Sep 2011 20:04
its been a while....looking forward to see what you have acheived so far...maybe a video on you tube...
Gamer X
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Posted: 21st Sep 2011 05:33
I will see what I can do this weekend.

firelord
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Posted: 30th Sep 2011 20:52
hows the demo coming along.....my own ai is in production would like to see how you have handled the dark ai parts....as mine has some bugs and of your advanced ai is better would much like to work with a fully working ai...thanks from firelord....
Gamer X
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Posted: 1st Oct 2011 20:42 Edited at: 1st Oct 2011 20:43
Alright then, here it is. Including the Project Name this will be under.



More at a later date.

TheVoxyn
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Posted: 2nd Oct 2011 01:00
Awesome stuff, Gamer X. If there's one thing I'd really like to see in FPSC, it's better AI. Definitely bookmarking this thread!

Quote: "I'd like to see a billion dollars in my bank account and yet that doesn't happen either... "


Try to stay on topic? He's just doing what Gamer X said in the op. Post and let him know that a lot of people want this to happen.

THIS IS A SIGNATURE. I swear.
Hockeykid
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Posted: 2nd Oct 2011 09:29
I understand that using Dark AI can be a bit confusing when first using it, so if you have any issues or want me to clean up your script(s) a bit (if they even need cleaning up), send them over and I'll take a look.

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