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meteorite
18
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Location: The Capital Wasteland
Posted: 11th Jun 2008 00:42
Hi, i'm sure you've seen some of my scripts. I've decided to start a large, complex AI script that will hopefully allow for some smart AI. I need some ideas on enemy tactics, here is a list of ideas I have so far that may seem plausible

Getting behind cover to reload
Working with other AI
Cloaking
Flanking
Suppressive fire
Aggresive
Caution if plr has a large gun

If anyone has any other ideas or thoughts, feel free to give them to me
Krowsnest
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Posted: 11th Jun 2008 00:55
....doesn't run into walls....lol

one level = game's done!
Uthink
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Location: State of Confusion
Posted: 11th Jun 2008 04:18
Yeah, if a character sees you, and knows to shoot you, surely it can see a wall and know to change direction or stop running!

"I'm trying to find new ways to make this game more attractive." - Dennis Rodman
Butt monkey
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Location: Scotland
Posted: 11th Jun 2008 22:09
Perhaps an AI could get out of cover and charge at you when its health is low.

meteorite
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Posted: 11th Jun 2008 22:27
or cloak and run, i dont know if i can have it react to its own health
mgarand
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Posted: 12th Jun 2008 08:27
good idea to make this, hope it will be a succes


JunckMAn
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Posted: 12th Jun 2008 08:58
and like he seen you, but now you r in cover and he has explosives, it throws it behind your cover. or you opened a door looked and there, the seen you. you throw back. one of them has a grenade launcher. he shoots so, like the explosion wave hits plr, but not like total hit.

And u didnt believe i was russian
Frankie Pawnage5
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Posted: 13th Jun 2008 01:16
"always active" and "view cone angle=100"doesnt mean once you start the map they try to run through the wall to get you

FrAnKiE
Zeldar
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Posted: 13th Jun 2008 06:21
Maybe they could throw grenades and go kamikaze when they're low on health.

Signed, Zeldar
.....what?
funnyfred
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Posted: 13th Jun 2008 22:16
try to get behind you.

(the best thing would be if you'd be able to give an enemy map knowledg to flank you or get behind you, but that's absolutely impossible.

Creativity is more important than knowledge.
CoffeeGrunt
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Posted: 13th Jun 2008 23:09
Sorry to burst your bubble but.....

Quote: "Getting behind cover to reload
Working with other AI
Cloaking
Flanking
Suppressive fire
Aggresive

Caution if plr has a large gun"


The ones in Bold are purely impossible, no Gun recognition, and no way of setecting other AI very efficiently....

The Italics will be damned hard to do, I wish you all the luck in the world, but there's basically scripts out there that already do this, but without the cloaking......

meteorite
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Posted: 17th Jun 2008 05:01
actually, the large gun thing, just use a large shot damage thing, and as for, and i dont know about the ai interaction either, ill try w/ global variables. Those are the only secrets I will give
meteorite
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Posted: 18th Jun 2008 01:42 Edited at: 19th Jun 2008 04:00
check list:

=done
=scrapped
=idea
=working on
=testing

Getting behind cover to reload
Working with other AI
Cloaking
Flanking
Suppressive fire
Aggresive
Caution if plr has a large gun
IndyMan
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Posted: 18th Jun 2008 01:59
Hey, what about not standing in the same place the whole time. lol I'd like to help you.
The Snowman
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Posted: 18th Jun 2008 02:36
good luck

(\__/)
(O.o )
(> < ) This is bunny. Copy bunny into your sig and help him on his quest for world domination!
meteorite
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Posted: 19th Jun 2008 04:17 Edited at: 19th Jun 2008 04:18
alright, this didnt take long, but i've already run into problems, lol. I am having a problem with my cover fire script, the concept is that he ducks, rotates to player, then stands up if he has ammo in his clip, then if he sees you, he shoots then hides again, but he just stands stupidly, lol. Here is the script, if anyone can help, it would be very appreciated.



right now it is a standalone script, but when I get the other scripts done, I will merge them together (except for flank script)

-EDIT-

o btw, incase noone knew, I will release this script when I finish
Dar13
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Posted: 19th Jun 2008 15:39 Edited at: 19th Jun 2008 15:42
did you replace the comma with a colon in the last line?
EDIT: also plringunsights=1,plringunsights=0 are not valid conditions

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
meteorite
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Posted: 19th Jun 2008 20:59 Edited at: 19th Jun 2008 21:28
well, I see the comma thing, but i got plringunsights from ply's scripting tut

-edit- o, its just plringunsight, thx for making me check that

-edit again-

well now he shoots, but he doesnt change between ducking and standing, and reloading doesnt work, here is the current script

IndyMan
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Posted: 19th Jun 2008 22:54
I'll take a look at it tonight.
Dar13
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Posted: 19th Jun 2008 23:28
got him to shoot(though he shoots fast) and reload works just got to make him stand when he shoots and duck when he is reloading
here is script


I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
IndyMan
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Posted: 20th Jun 2008 07:20
Here is something close it worked out pretty good with duck and reload and stand and shoot but he still shoots when ducking sometimes. lol
CoffeeGrunt
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Posted: 20th Jun 2008 20:06
Quote: "actually, the large gun thing, just use a large shot damage thing"


No, because:

A) He'd already be dead if he'd been shot with a huge gun, (like a rocket launcher).........

B) SHOTDAMAGE tests accumulated damage from what I know, so I don't think that'll work.......

Dar13
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Posted: 20th Jun 2008 22:00 Edited at: 20th Jun 2008 22:06
is there just an animation that makes a character stand up?
-EDIT-found it

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
xplosys
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Playing: FPSC Multiplayer Games
Posted: 20th Jun 2008 22:16
This got me thinking. I understand that characters can now explode. It may be fun to make a script where the character runs at you and blows you up. Then of course, someone will make a character with explosives strapped to him and we'll have both suicidal maniacs and hostages!

Best.

i need help
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Posted: 20th Jun 2008 22:30
what would be cool is if they shot at you from behind cover and then when the players health is low they do the shoot close thing
Zeldar
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Posted: 20th Jun 2008 22:41
It would be cool if you pressed e on someone, they would say something, and then follow you everywhere you go. When you press e on him again, he'll say something again, and then stay where he is. There could be different phrases he could say randomly based on what time you press e on him. It would also be cool if you could put a certain script on certain characters and they're heads would turn and follow you wherever you go and maybe if you press e on someone who is busy doing an animation, he would turn his head to you and say, "What?" or something like that. Kind of like Half Life, Half Life 2, and Counter Strike.

Signed, Zeldar
.....what?
Dar13
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Posted: 21st Jun 2008 00:19 Edited at: 21st Jun 2008 02:13
whoa you guys hijacked this thread good...i'm impressed
Also i fixed it so that he ducks and reloads then stands up then shoots you till he is out of bullets then he ducks down and reloads then repeats
-EDIT-oops forgot the script here it is


I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
IndyMan
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Posted: 21st Jun 2008 01:44
@Dar 13: Good Job, man I was working on that but since you got it I will stop now.

@Zeldar: Wouldn't be that hard to do instead of e it would probably be enter though.
Dar13
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Posted: 21st Jun 2008 14:05
talking during an animation? I'm going to try that out

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
meteorite
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Posted: 21st Jun 2008 21:58
i dunno bout the whole clip thing,the goal was for the AI to fire a few shots and hide again, so hed be harder to hit
Nomad Soul
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Posted: 22nd Jun 2008 00:41
Not really sure why people are busting a gut trying to do all this work with AI prior to Dark AI being introduced into the engine with the migration.

Firstly Dark AI will automatically improve FPSC enemy AI significantly aswell as providng true ally support and secondly once this has been introduced you'll be writing completely new scripts based upon the Dark AI commands so any enemy AI scripts written now will be obsolete.
Dar13
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Posted: 22nd Jun 2008 01:16 Edited at: 22nd Jun 2008 03:07
ok then I'll wait for the migration.
-EDIT-@ meteorite you can always change the ammo quantity and rate of fire to increase or decrease reload intervals

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
GOTH 1 SNIPER
User Banned
Posted: 22nd Jun 2008 02:46
Quote: "Not really sure why people are busting a gut trying to do all this work with AI prior to Dark AI being introduced into the engine with the migration.

Firstly Dark AI will automatically improve FPSC enemy AI significantly aswell as providng true ally support and secondly once this has been introduced you'll be writing completely new scripts based upon the Dark AI commands so any enemy AI scripts written now will be obsolete. "


The migration wont be out for months maybbe one more year.But when the migration dose come out it will be so damn buggy just like the fpsc 1.8 thru 1.11

Myspace:http://www.myspace.com/DEATH1sniper
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AMSHNOK!!!
meteorite
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Posted: 29th Jun 2008 17:05 Edited at: 29th Jun 2008 17:08
wait- i thought the werent even going to give us dark AI to keep fpsc x9 open source

-edit- characters can explode? yea, martyrs would be fun

I love Jenkins forever :p
Peever
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Posted: 11th Jul 2008 16:30
i know this is a bit late but meteorite had a great idea wat about a script that when a enemy dies they drop a nade

peever
meteorite
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Posted: 13th Jul 2008 00:32 Edited at: 13th Jul 2008 00:41
Alright, here is a start of an enemy's main fpi...



Here's the prob i've got, Im using a trigger zone to play a sound when I press enter. The idea is the enemy hears the sound, stops following his waypoints, crouches and looks around. However, he stops on whatever animation frame he is on, and either slides onlong his waypoint, or stops his animation and reverses, going the opposite way, any thoughts?

-edit- just tested my shotdamage theory from above, it works as I would have hoped

I love Jenkins forever :p
Plystire
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Posted: 13th Jul 2008 00:38
I think you might have forgotten to use "waypointstop", when he's supposed to stop moving. That will keep him from moving along the waypoint.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Hybrid
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Posted: 13th Jul 2008 00:41
Ply is right, adding that command, and probably eliminating the waypoint reverse command from this would be a simpler solution.

meteorite
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Posted: 13th Jul 2008 08:16
I have waypointstop under noise heard, so that when he hears a noise he stops... Also, w/o waypointreverse he would not keep pacing the same area... I believe

I love Jenkins forever :p
Hybrid
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Posted: 13th Jul 2008 18:07
You are quite right.

Plystire
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Posted: 14th Jul 2008 05:50
This is probably a shot in the dark, but try placing your state 1 lines above your state 0 lines.

After looking at the script for a little bit, this is what I'm thinking is happening:

- State 0 And Noise is heard, set State to 1 and stop waypoint
- State 1 And Noise is STILL heard, set State to 3 and play sound
- State 3, Start following waypoints again

It may be doing that in a single pass of the script, which will make it look like your "waypointstop" is messing up, but in fact the entity's "noiseheard" flag has not been reset by the time it gets to the state 1 lines. Perhaps by placing them ABOVE the state 0 lines, the script will reach the end before the state 1 lines are executed, allowing the flag to be reset for them and to wait for another sound instead of the same one as was heard in state 0.


Kinda complicated, but it's worth a shot, right?


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
meteorite
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Posted: 15th Jul 2008 05:01
true, quite clever... I will test... just tested... and I just remembered my new problem after adding stuff... The enemy just shoots me when it hears a sound... here is my latest script






Please note, I have not done any shotdamage testing yet

I love Jenkins forever :p
Plystire
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Posted: 15th Jul 2008 05:20
A couple things:

1) Put your "always" lines at the top of the script, this ensures that they are executed before any of the other lines.
2) You may want to look at your state 6 line for putting an action colon in there.

That's all I can give you for critique on the script. Aside from that I can't say anything without understanding the conditions of your testing.

It could be some number of things to cause it to act like that.

- The enemy has too large of a view cone.
- The enemy happened to see you when it rotated it's head when it heard the noise and began shooting before you realized it.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
meteorite
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Posted: 15th Jul 2008 05:24
true, thanks for the constant help with my work

I love Jenkins forever :p
conmon
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Posted: 16th Jul 2008 09:30
Some script ideas:

1.)You could have a comic relief script for intense games where you go into a room, and once a badguy in there sees you, he turns around and runs away, and smacks into a wall right behind him, and goes unconscious. (that happened to one of my friends. i laffed so hard)

2.)You could have guys that dodge shots every once in a while (diving onto the ground)

3.) Soldiers that fake their own death to fool you.

4.) Soldiers that can jump over ledges/go down ladders!

Good Games = Halo, Doom, Marathon, F.E.A.R., Blood, and Half Life 2!
Dar13
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Posted: 17th Jul 2008 01:48
#1 wouldn't be too hard considering the default AI.
#2 would be harder to do simply because there isn't an animation dedicated to diving to the floor(it would just look weird).
#3 would be very doable(you gave me an idea)
#4 wouldn't be possible(i think)

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
zeza
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Posted: 6th Aug 2008 21:11
Quote: "Caution if plr has a large gun
The ones in Bold are purely impossible"

Actually coffeegrunt, if you have the appear script for... a bazooka set a variable then the enemy runs away if the variable equals whatever

Predator Boot
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Posted: 25th Aug 2008 17:54
a retreat if health is low script woud be good too
Hockeykid
DBPro Tool Maker
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Posted: 27th Nov 2008 00:57
what ever happened to this?

ww2theaftermathgame.webs.com
work in progress demo coming soon.
meteorite
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Posted: 27th Nov 2008 03:41
I determined that I'm not yet ready for AI scripting, although I plan to pick this up again after finishing 1st person shooting


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