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FPSC Classic Scripts / Squad Control System for FPSC V1 Beta

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X10 User
15
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Joined: 21st Jan 2009
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Posted: 2nd Mar 2009 21:28 Edited at: 6th Mar 2009 17:03
Ok here is V1 of the Squad Control System we are working on to allow you to control up to four members of your 'Squad' and allow each of the four members to attack up to 9 different targets individually, specified by you, on command.

Using just the stock engine and the commands listed we have been able to engineer a set of scripts below, which when set as the AIMAIN of 4 characters will give you control over them in battle as a squad

Simply attack each fpi to a character (i name them according to the letter as its the letters which select each individual member)

The targeting works on entity names so you need to rename your entities to target1, target2, target3 etc etc and is controlled via the number keys on the right hand pad (not the numbers listed above the letters anf below the f keys)

start your test game after setting it up as shown and you can then alternate between squad members by pressing z,x,c or v to select between them accordingly

when selected the entity goes into 'Order mode' where it will wait to be given an order, but at this stage it doesnt have a target so hitting 'N' will enter 'target accqusition mode' allowing you to select the target this entity will focus on for the time being, once a target is selected it will then default to order mode to allow you to give it a command as follows

T-approach and attack current target once
Y-retreat some distance from current target and evade
U-take cover in present location and wait for orders
I-move around randomly while attacking selected target
o-follow player until otherwise ordered
p-suicide bomb selected target (dont forget to set explodable to yes in the entities properties and change destroy.fpi accordingly as it basically runs the destroy fpi after a predetermied amount of time)
N- target accquisition mode

group commands

M- recall all squad regardless of current activity back to player
B- instructs all squad members to perform retreat action
H- instructs all squad members to perform attack once action


any actions that require the entity to wait for another action before stopping what they are doing will continue to to it when you switch members, if you want it to stop simply selectit again defaulting it to 'order mode' however this timee it will retain its current target (hence the inclusion of 'N' to return to target accquisition mode)

The scripts are available in the zip attached along with a readme (squad command breakdown.fpi) which is also available to view here


It aims to detail how this was achieved and elaborate on the set up instructions outlined above

As you can see the actions are very basic at the moment but they are modulised to the specific states relating to the keys pressed to initiate them, this allows to entirely recode the modules at will to give you different actions but retain the command structure so hopefully someone better than me at actually animating the entities and controlling them intelligently can help me out with that.

Likewise the coders amongst you can re edit them to please without affecting the overall running of the script, pretty neat huh?]

Known issues:

right so the main issues identified through testing are as follows:
-anim wont play
-ai isnt the smartest

but as i said above im nogood at coding the actions for the entities (getting the animations to play, making them appear intelligent) so very basic actions in this version just to get it out and get a taster for public opinion, at the moment the entities rotate and move at random, or at random angles to their targets) what i want to achieve is to somehow how givem the the appearance of intelligence (stop them walking into walls and just trying to keep on going etc)

(if enough people want us to continue to work on this, remember the AI at the moment is very basic, its the command structure we want to demonstrate, if enough people can see a use for it we will pursue it , altho with these files you could as easily edit the intelligence yourselves! so think of it more of an intelligence development kit lol)


I used stock media all the way through design to completion so i know it works, any problems please let me know but no complaints about the AI!!! unless your offering to help me out cos im useless there!


UPDATED DOWNLOAD ATTACHED

Additional command instructions didnt appear on the post update they have been amanded above and are included here as follows

M- recall all squad regardless of current activity back to player
B- instructs all squad members to perform retreat action
H- instructs all squad members to perform attack once action

Additionally units will fall back to your position providing covering fire if damage to them is taken, next rewrite will include covering fire if the player takes damage as well, and further down the line the inclusion of a medic member to provide health to the player (but will still take orders as any other member with regards to attack and defense

- Why is everyone on here so rude? -

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Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 2nd Mar 2009 21:53 Edited at: 2nd Mar 2009 23:26
wow. thanks alot X10 User. good job

...
X10 User
15
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Joined: 21st Jan 2009
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Posted: 2nd Mar 2009 22:14 Edited at: 2nd Mar 2009 22:25
could you please approve my post with the scripts in it, there was a mistake in the first post, i edited it to correct the missin scripts and now theres nothing in the thread at all

EDIT: Thank you ^-^

- Why is everyone on here so rude? -
Seth Black
FPSC Reloaded TGC Backer
19
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 2nd Mar 2009 23:21 Edited at: 3rd Mar 2009 16:37
...this looks very promising, indeed.

EDIT:

It's a bit primitive, rough, and the lack of proper animation callouts is a major concern. It's a good base for what will eventually become a must-have, in FPSC script libraries.

I've already begun making some tweaks to the script, to address the animations issue, and to make overall responsiveness more fluid.

I'll share my treatment, when I've completed it.


Crusader2
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Joined: 8th Aug 2008
Location: Somewhere...
Posted: 3rd Mar 2009 02:41
Nice!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
X10 User
15
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Joined: 21st Jan 2009
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Posted: 5th Mar 2009 00:50
thanks seth, and i did highlight in my post the flaws you mentioned, my main aim was to get the bulk of the targeting and command structure in there

any help with the animation would be appreciated, i cant wait to see what you come up with but some pointers in the right direction would be a godsend, i have the fpsc guides d/l'd but im not to sure on the incframe etc and to really make them seem intelligent i need to know the syntax for the raycast commands to identify if theres objects in their path

but your testing and input is a great comfort to know my works being taken seriously i still feel like a n00b and i been using it for years!

- Why is everyone on here so rude? -
The Fps Creator rocks!
16
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Joined: 24th Oct 2008
Location: Sneaking down your chimney.
Posted: 16th Mar 2009 18:45
It doesn't work. I tried it. I pressed v AND I FOLLOWED THE INSTRUCTIONS. And I pressed t. He does nothing. I only here the bullet. And what guns can he have?

I can't texture. I'm not an artist.

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