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The Fps Creator rocks!
16
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Joined: 24th Oct 2008
Location: Sneaking down your chimney.
Posted: 27th Nov 2008 13:28 Edited at: 27th Nov 2008 13:28
I know! When you snipe him, he tries to find the player instead of just stand there.

The nVidia FX 5200 graphics card sucks!
Toasty Fresh
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Location: In my office, making poly-eating models.
Posted: 29th Nov 2008 02:27
So hang on, you said earlier about noise, can you set gunshots to whether they make noise or not? Ie, make it so that enemies won't hear suppressed weapons, but they will hear unsuppressed?

meteorite
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Posted: 29th Nov 2008 02:32
with Airmod yes, otherwise I believe no


Toasty Fresh
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Posted: 29th Nov 2008 04:08
SikaSina Games
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Location: Reading, UK
Posted: 29th Nov 2008 12:23 Edited at: 29th Nov 2008 12:24
Quote: "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"


Martyrdom!!! Besides, you can't exactly do that, the characters don't support multi-weapons or dropping abilities from what I know.

I am trying to edit some of the fields in the main AI scripts to ensure better AI. I might post some in time.

-FCV

dumpus
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Location: Canada, eh?
Posted: 29th Nov 2008 17:27
Sounds like you were off to a good start, anyways. Keep it up, any AI is better than the default AI.

*This post will self-destruct in 10 seconds.*
meteorite
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Posted: 30th Nov 2008 16:04
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


Mr Bigglesworth
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Posted: 30th Nov 2008 18:18
Sweet! Looks like we might get some pretty good AI.

The v2 migration will be SWEET!
Our little FPSC is finally growing up.
meteorite
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Posted: 30th Nov 2008 23:26 Edited at: 30th Nov 2008 23:27
dont get your hopes up to much, I might get discouraged again....

and here's the big cruncher, about 90% of people on the forums will not be able to use this, as it is being made now with Ply's Mod


Hockeykid
DBPro Tool Maker
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Posted: 1st Dec 2008 00:38
aww man i would have offered to help you but nvm since your using ply's mod

]
Plystire
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Posted: 1st Dec 2008 02:17
Quote: "aww man i would have offered to help you but nvm since your using ply's mod"


How would you have offered to help if he WASN'T using ply's mod?

The only difference now is that he has more power to use for making it happen.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Hockeykid
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Posted: 1st Dec 2008 03:31
ply don't take that offensively its just that their are a lot of other variables in plys mod that i don't know.

]
Gsph719
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Posted: 1st Dec 2008 04:08
why wont 90% of the people here be able to use this?
Mr Bigglesworth
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Posted: 1st Dec 2008 04:49
Cool, I have ply's mod.

The v2 migration will be SWEET!
Our little FPSC is finally growing up.
Plystire
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Posted: 1st Dec 2008 05:15
@hockeykid:

Lol, everything is in the ReadMe (save for a command or two that I forgot to put in it ) and the only "variables" in Ply's Mod are made BY the scripter, not hard-coded into the Mod. The only exception would be internal variables, which are ALL covered in the ReadMe in the "INTERNAL VARIABLES" section. They're simply used to grab information from the engine, such as: player position, entity position, health, ammo, camera related information, etc.

If you know how to script and care a lot about your game play, Ply's Mod (from what I hear) is very useful.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Hockeykid
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Posted: 1st Dec 2008 05:18
ply i know but i'm just saying that it would be easier for me if he wasn't using your mod because i'm new to scripting anyway just please don't take what i said into offense remember i respect you.

]
Gsph719
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Posted: 1st Dec 2008 05:22
Ok so i dont know a whole lot about scripting at all. But i decided to give Getting Behind Cover to reload a shot

For one, i already, and once you start reading the way im doing this you will already, know that there will be a big problem ahead of time even if this works but hey we could figure it our possibly and have an open mind

Ok. So i basically took the original shoot.fpi script found in people\shoot.fpi and changed it to my needs

what im trying to make it do is if it gets damage to go find a waypoint to crouch and reload. Waypoints will be place behind coverpoints like a table (See thats the big problem ahead of time is that they would probably run to normal walking waypoints)

so it seemed pretty foolproof to me but i have ran into problems.
Instead of running to a waypoint, once he see's me he freezes up in a partial walk animation and when i shoot him, which is where he should run away to a waypoint, he turns towards me about 10 degrees and stays in the same postion...

any fixes, help?

I know the waypoint thing is silly but...ya never know..but hey im a noob so yeah

heres the modified shoot script



so you can see that when he gets shotdamge the variable is set to 1.
if the variable is set to 1 then it goes to state 3 and on state 3 he should go to the waypoints and all that jazz
Plystire
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Posted: 1st Dec 2008 06:09
@hockeykid:

I didn't take offense, no worries.


@Gsph719:

Okay a couple things about your script that I saw the moment I opened it:

1) You try to change a variable but you never say WHICH variable you're changing. I'm assuming it's using whatever variable was last used, so it'd be better for you to tell the script which variable it should be using.

2) "waypointstate" is not an action. You can't set it, you can only check it.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Gsph719
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Posted: 1st Dec 2008 23:16 Edited at: 1st Dec 2008 23:21
Quote: "@Gsph719:

Okay a couple things about your script that I saw the moment I opened it:

1) You try to change a variable but you never say WHICH variable you're changing. I'm assuming it's using whatever variable was last used, so it'd be better for you to tell the script which variable it should be using.

2) "waypointstate" is not an action. You can't set it, you can only check it."


hmmm ok
ill try that and fix it and see what happens

EDIT: How do i tell it what variable to change and what not?
meteorite
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Posted: 1st Dec 2008 23:31
Well, the method of variables you are doing is not supported by Ply's Mod, but I believe you want either globalvar=x or localvar=x


Gsph719
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Posted: 1st Dec 2008 23:46
oooohhh
im not using ply's mod so...yeah
but ok ill give it a shot

Note:I am new at this so i dont know all this stuff..Just enough to have some understanding
meteorite
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Posted: 1st Dec 2008 23:50
Everyones gotta be new sometime, keep working and you'll be able to contribute some cool thing s to the community


Gsph719
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Posted: 2nd Dec 2008 00:37


ok, i dont think it used the localvar and setvar correctly so could you tell me if this is right?

and i changed the part that was a problem before but he pretty much does the same thing as always
meteorite
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Posted: 2nd Dec 2008 00:53
for localvar you want 1-5, and keep the localvar the same throughout unless you want to different variables for different functions, in which case I suggest you make sure to tell it which variable to read just before you modify it, which you seem to have a grasp on.


Pride
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Location: Eastern USA
Posted: 2nd Dec 2008 01:45
Okay...

I have to admit, I was extremely skeptic about this script, it looked too simple to be true... And even more skepticism came about when I realized you needed a different script for the enemy.

Weeelllllll, I tried it out and I realized "This is a damn good script!!!"

I give you kudos on crafting an awesome script, and I offer my apologies for ranting on you when this first came out.

Eh, being noob slapped sucks, but I will willingly take it for what I did.


NVIDIA GeForce 9800 GT FTW
Gsph719
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Posted: 2nd Dec 2008 02:01

Huh? lol
ok i kinda get what your saying but not really
So i have at the very first :state=0 i have it saying localvar=1,setvar=0 so throughtout the script do i leave localvar=1? and does setvar change to value of localvar? im confused

i did this change
:state=0...localvar=1,setvar=0
:state=1,shotdamage=1:localvar=1,setvar=1
(left the :varequal=1:state=3..the same)
:state=10,frameatend=56:animate=51,reloadweapon,state=1,localvar=1,setvar=0

and i get the same result. i should video tape it to show you what he does..or you can just give this cript to a guy and see what i mean..or not ..whatever

But the changes i made didnt work so i must be doing the variable thing wronge
Gsph719
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Posted: 2nd Dec 2008 02:55 Edited at: 2nd Dec 2008 02:56
This is a video of what he does
http://www.youtube.com/watch?v=oevomF9bZ18
meteorite
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Posted: 2nd Dec 2008 12:31
Hmmm? I'm confused Pride, you dont seem to have posted here at all before, and make sure you aren't confusing Gsph719's work with my own, hes been posting scripts recently


Dar13
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Posted: 2nd Dec 2008 22:36
maybe hes talking about my modified shoot script earlier in the thread?

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
meteorite
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Posted: 2nd Dec 2008 22:46
quite possibly


Gsph719
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Posted: 3rd Dec 2008 17:18
okay for who ever is paying attention to my little script thing i got going on, i decided that maybe the problem wasnt with what i put in. so i deleted what i put in the script and the problem was still there! and i looked at the script and compared it to all the original shooting type scripts and this one dosnt match ANY of them! I have no idea where it came from haha

So i put in my script to the orignal chase.fps, because thats the smartest one that came with FPSC and...it still dont work but at least he shoot =)

Still have problems tho
Now he simply ignores my commands. He attacks me and does everything the normal chase script would tell him to do. He wont take cover when i shoot him

maybe you can see the problem

a line of***************** is where on the script i edited so you can see what i did without examining the whole thing



state=11 is the main idea thing
Gsph719
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Posted: 3rd Dec 2008 22:23
OK im sorry for adding more and more posts to your thread it may be getting annoying

BUT

I found the problem with my scritp

Shotdamage condition

It dont mean when the entity gets shot. It means when damage EXCEEDS X ammount. Which is why he freezes like that because his health dosnt go back to less than 10 it stays excceded over 10 which still makes the state=11 thing true which is why he freezes up



SO!

do you know of a condition so its just when he is getting shot?

Or i could make it so that his health regenerates so it fixes the shot damage but that wont work to well would it?
Plystire
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Posted: 3rd Dec 2008 23:14
Quote: "do you know of a condition so its just when he is getting shot?"


shotdamage=1


Once the condition is met, the "counter" for how much damage the entity has taken gets reset.


The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Gsph719
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Posted: 3rd Dec 2008 23:16
@Plystire

Really? Well never mind...
I had it on shotdamage=1 the whole time

then never mind what i said...still have the same problem
meteorite
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Posted: 4th Dec 2008 00:51
The posting isn't getting annoying, I don't mind at all actually.


Gsph719
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Posted: 4th Dec 2008 00:54
ok thats cool

well im stumped lol
Plystire
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Posted: 4th Dec 2008 04:14
It may also be of note to say that you forgot the leading colons on these lines:



The one and only,


Those who live in the past, are destined to insanity. Those who live only for the future, will be slaves to their ambitions.
Those who live in the moment... only they, are truly happy.
Gsph719
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Posted: 4th Dec 2008 04:51
@Plystire-thanks but...still isnt working... I have no idea what to do

I dont even know if i'm using the variables right

Here, im attaching the script to this post so if you want you can download it, try it for yourself, see how he reacts and maybe one of you professionals can fix it.

Im still going to work on it but...Maybe you seeing it for your self might help

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meteorite
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Posted: 4th Dec 2008 12:17
The thing about FPI is it's terribly unexplainable... sometimes it chooses not to work for no reason. I spent a good 10 minutes trying to get a guy to waypointstop. The line was something like



It did everything except waypointstop, but when I threw it in the destroy script it worked fine.


uman
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Posted: 4th Dec 2008 23:55
Gsph719,

I have not really followed this thread and dont know exactly what you are trying to achieve but apart from the suggestions made by others which you should take into account, you might also like to check out this line in your code carefully :

:losetarget=50:freeze,runfpidefault=1

Are you sure that is correct? Not that it might make any difference if it is or if it is not.



Gsph719
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Posted: 5th Dec 2008 01:51
To Meteorite-lol yeah so there's probably one little thing going wrong thats causing this problem. But then again once we fix it and if everything were to work. We would have the tideous task of making it choose not to go onto its normal waypoints instead of going to the waypoints i made for it to hide behind so yeah...

To uman- I have no idea what that line is and it was aldready in the script so i assume its ok
meteorite
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Posted: 5th Dec 2008 12:21
Scripting can be a pain in the rear, but it's satisfying when you see your character walk into the open just to see him get sniped with blood gishing out of his face


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