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FPSC Classic Scripts / AI efficiency question

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Ghost thing
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Posted: 19th Oct 2008 03:51
I know FPS Creator does not support many enemies. So what if I only set four enemies and then make them respawn at different locations? Is it possible to reallocate an entity to a different area?
Nickydude
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Posted: 19th Oct 2008 16:11
No, the enemies will only spawn in the places you place them in the editor, there's no commands to move an enemy around to somewhere else, at least I don't think there is.

Ghost thing
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Posted: 20th Oct 2008 06:47
That would be a very good feature to consider though...
Plystire
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Posted: 20th Oct 2008 11:31
With a bit of scripting know-how and setting up, I can see this being achievable using Ply's Mod.

When the player enters into a triggerzone, it'll activate many invisible entities which will then reposition their associated entities to their locations using the entity location manipulation commands (I swear I couldn't think of nay other way to describe them all in one go, lol) I've added to the Mod!

This sure seems probable at least.


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.
meteorite
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Posted: 21st Oct 2008 13:42
Why does everyone know more than me?

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
The Master Dinasty
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Posted: 21st Oct 2008 20:01
i lost it....

Beacause massa is the master!
Ghost thing
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Posted: 29th Oct 2008 10:21
This is a crucial aspect for large games and especially with loading times and frame rates. The less number of enemies the better.
eXone 42zero
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Posted: 2nd Nov 2008 07:59
easiest way to up your frames per sec is to lower the graphics draw on your machine

use the full shaders, but quick light mapping. it looks almost as good and it runs like ten times faster
and try decreasing the game res and/or the texture res
if you can do that then yo won't need to worry about the number of AI in your game at any given point

now of course, having a street with hundreds upon hundreds of zombies to your left and right (each with one of 5 different AI) would probably give you a little bit of a problem
just a little bit

that's all i had anyways
as you can see my game is going to need to be scaled down quite a bit

"There's more to life than being really, really, ridiculously good looking." - Derek Zoolander
Ghost thing
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Posted: 6th Nov 2008 09:36
Quote: "easiest way to up your frames per sec is to lower the graphics draw on your machine

use the full shaders, but quick light mapping. it looks almost as good and it runs like ten times faster
and try decreasing the game res and/or the texture res
if you can do that then yo won't need to worry about the number of AI in your game at any given point

now of course, having a street with hundreds upon hundreds of zombies to your left and right (each with one of 5 different AI) would probably give you a little bit of a problem
just a little bit

that's all i had anyways
as you can see my game is going to need to be scaled down quite a bit"


YES I know that. I have done that before posting. Notice games like COD4 have a very similar AI structure for each of their characters? That's why they don't lag as much. I think they share a parent code so the computer won't have to reprocess it.
Plystire
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Posted: 6th Nov 2008 11:45
Sharing code doesn't matter, the code still needs to be reprocessed because not all of them are at the same location and in the same situation.


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.
Leon Kennedy
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Posted: 6th Nov 2008 22:24
Was reading this, and had thought that kind of expands on what Ply said.

Set the entities in the editor, and make them invisible AND ghosts (per the scripting challenge). Then set waypoints and have them float around randomly. When the player enters a trigger zone where some of the entities are supposed to appear, have them become normal, non-ghosts. And visible. They may end up being in front of the player, behind the player, or nowhere near the player.

Using this method (assuming it's possible, you could have the enemies respawn at the same location they are placed in the editor, but by the time they become visible and "interactable" (couldn't think of a better word), they may be nowhere near the spawn location.

Now, is this possible? I don't know. I would guess that with the right mod and scripting it would be...
Plystire
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Posted: 7th Nov 2008 00:35
@Leon:

That's actually very intuitive!

You could do that using the official version, too! Just have their Main AI set up to only follow waypoints, have an alphafade of 0, and no collision... until they are activated... then they fade in, turn on collision, and (if need be) do something other than follow the waypoints around.


Nice work, I like 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.
Ghost thing
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Posted: 10th Nov 2008 09:41
The only purpose for my post here was to propose methods of improving FPSC performance.
Plystire
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Posted: 10th Nov 2008 10:44
Used properly, that would improve performance as opposed to making a spawnable entity ALL over the place and just spawning SOME of them to produce a pseudo random spawn location.


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.

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