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FPSC Classic Work In Progress / [FPSC - Standard] Airslide's FPSC AI REVIVED

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Orrion Carn
17
Years of Service
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Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 22nd Mar 2008 19:37
Ok. Thanks anyways.



Click here to see my showcase.
Toasty Fresh
17
Years of Service
User Offline
Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 23rd Mar 2008 04:19
WTH? I tried installing, and eTrust pest control found a pest to do with registry cleaner. Help?

Toasty Fresh
17
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 23rd Mar 2008 12:44
Airslide, do you know anything about this? I really want your AI, but I don't want my registry wiped.

Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 23rd Mar 2008 18:58
I don't recall doing anything with the registry, so that's odd. I'll have to look it over later.

Molten Ice
16
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Joined: 4th Jan 2008
Location:
Posted: 23rd Mar 2008 20:38
@Airslide

Hey man I did just as u did! made the main script general_waypoint and left the shoot script to shoot for one and shoot10 for the other bot. Also made the always active in physics to yes

The bots do follow the waypoint but they didn't shoot me until I hit one of them!

Whats up? I really don't know whats wrong! maybe should I set physics to on too??
ASTECH
17
Years of Service
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Joined: 18th Jul 2007
Location:
Posted: 23rd Mar 2008 20:41
Hey Airlside! Thanks for the smarter AI... although
I know it was hard. They still seem stupid though. lol
Nice AI upgrade and I wish you the best in your future
projects.

Astek

Your signature has been erased by a mod
FredP
Retired Moderator
18
Years of Service
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Joined: 27th Feb 2006
Location: Indiana
Posted: 23rd Mar 2008 21:41
Astek,
If you just slap the scripts on the enemies that's not going to do it.
It requires planning,adjustments and you might want to look at suggestions (such as using this with the cameraspot script (which will work with any dynamaic entity).
Something I have noticed with 1.09 is that the AI in general seems to have gotten a bit more sensitive so it is going to require some more adjustments.
Tweaking of a script to better suit your needs isn't a bad idea either.You don't want every enemy to appear 100 yards away...
As I have said this is the best blanket AI available.

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
Molten Ice
16
Years of Service
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Joined: 4th Jan 2008
Location:
Posted: 23rd Mar 2008 21:56
cameraspot script huh? Can you tell me where I can acquire this? it seems useful.

A search returned this: Your search returned no results. Please try again.

Thanks FredP
Toasty Fresh
17
Years of Service
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Joined: 10th Jun 2007
Location: In my office, making poly-eating models.
Posted: 24th Mar 2008 01:23
Quote: "I don't recall doing anything with the registry, so that's odd. I'll have to look it over later.
"


OK, i'd appreciate that, but for the time being, i've just ignored it, because my security system has been known to be paranoid.

ASTECH
17
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Joined: 18th Jul 2007
Location:
Posted: 24th Mar 2008 01:26
Quote: "If you just slap the scripts on the enemies that's not going to do it."


I realize that. I was just saying that the AI for FPSC is
pretty much doomed to be stupid at the core. You can fake a bunch
of things to make it appear relevantly smart... but the AI just
in general... doesn't make good AI.

Astek

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CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 24th Mar 2008 18:17 Edited at: 24th Mar 2008 21:14
I got problems with some of the AI, I'm using V1.09/1......

-=EDIT=-

See Youtube Video....

http://www.youtube.com/v/4GP9UfqOGfE


Airslide
20
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 24th Mar 2008 22:27
@Molten Ice - I'm not sure what's going on. I'll have to look at the script again. In either case, however, you do not need a shoot script (as stated in the installer) as shooting is handled by these scripts. The cameraspot script can be found here:
http://forum.thegamecreators.com/?m=forum_view&t=94193&b=23

@Astek - You must remember that this was my attempt at making the best possible "universal" AI for FPSC. When it comes down to using scripting for AI, it's really best to make it more situational specific. A good idea might be to program AI to handle the situation they were meant to be put in, and if the player finds a way out of their ambush or selected attack patter, resort to a call to the "universal" AI.

@Coffee Grunt - The only times I've had trouble with animations like that is when the enemy wasn't set up right. If you can duplicate the problem with all stock media send me the FPM (or upload it here) and I'll try to figure it out.

CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 25th Mar 2008 17:11
Ok, I worked out what musta went wrong......

I was a segment above the enemies, so they probably couldn't see me, and there's no PLRABOVE tags in the scripts, so they probably just freaked in that FPSC way we've all come to know and hate......


Airslide
20
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 25th Mar 2008 18:53
They should still have been able to see you, as the vision isn't 2D (as far as I can recall). Weird. Anyhow, I'm using X10 nowadays (just wish the aspect ratio would be fixed already) so I don't think I'll be messing with it much.

CoffeeGrunt
17
Years of Service
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Joined: 5th Oct 2007
Location: England
Posted: 25th Mar 2008 18:57
Aahhh...well it's ok then, I've redesigned the level anyway, and they're acting with some intelligence now....


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