I am using the AI scripts by GamerX for solutions on how to make my ideas come to life, but am making my own unique script; my system is very different from his and I am in no way copying his script and calling it my own.
Here is a list of features I plan to implement:
+Ally+
Controls:
H = Hold Position (the AI stops moving and holds perfectly still)
F = Follow Me: the AI follows behind you but keeps a distance of about 2 meters (I have decided to use the followplr command instead of the rotatetoplr and runfore commands, because it works A LOT better, no more accidentally ditching your Ally)
C = Crouch/Crawl: The AI crouches with you, unless of course you change the button that makes the player crouch/crawl (still needs some tweaking)
G = Go/Move Up: The AI runs forward until you tell them to hold position (still needs some tweaking)
WIP Controls:
V = Retreat: The AI turns 180 degrees and runs back until you tell them to hold position (at which point they turn around and stop moving) or follow you(me)
X = Fire At Will = The AI picks a target and begins shooting at it, when the target dies the AI looks for another target if there are no targets then the AI stops shooting (Hold Fire)
Z = Hold Fire: The AI stops shooting, if they are shooting, and doesn't begin firing again until you tell them to Fire At Will
+Enemy+
Pretty much just making a basic enemy script but I have a few features I'd like to add (let me know what you think):
1. Enemy can surrender - enemy drops their weapon and follows the player until the end of the level
I'll come up with more as I work, the Ally is my biggest concern at the moment
Change Log:
N/A
I will release my Ally and Enemy Scripts for free when they are complete.
Its going really well so far, but I have a few questions:
1. Can I have the ally set its target using only a prefix in the enemies name? Ex: settargetname=Enemy_ and have "Enemy_" be the prefix for all AI units on the enemy faction/team? If not then is there another way to do this?
2. Is it possible to have an AI drop their weapon and can the player can pick it up?
3. Is it possible to have an AI pick up a weapon and possibly have an inventory of their own?
I just want to know if its possible and how to get started implementing such features into my AI scripts (what actions/conditions to use).
I also need your opinions on somethings:
1. Do you want the AI to fire at the same target as the player or at a different target, or pick randomly? (This is only if I can get either to work)
ALSO I am open to ideas, just post them here (if it's something really complex then give me an idea of how you might go about doing it - if you know how)
Thanks
- GHILLI
"The road to Hell is paved with good intentions."