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FPSC Classic Scripts / Working on Ally and Enemy Scripts

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GHILLI
14
Years of Service
User Offline
Joined: 8th Apr 2010
Location: U.S.A.
Posted: 9th Apr 2010 21:35 Edited at: 9th Apr 2010 23:27
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."
EGG HEAD OF DOOM
16
Years of Service
User Offline
Joined: 21st Sep 2008
Location: The Hacked Hospital Lobby
Posted: 9th Apr 2010 23:09
this sounds amazing. i cant wait to try it out.


[url]http://www.wix.com/AsherSackman/Reality-Tech[url]
Indie Game Studio (with one person in it)
GHILLI
14
Years of Service
User Offline
Joined: 8th Apr 2010
Location: U.S.A.
Posted: 10th Apr 2010 21:58
Also adding a very simple hud so you can tell what state the Ally is in - and for those of you who may want more than one ally I'll make 4-8 extra ally scripts with the hud in different places so that they aren't on top of each other.

I hope to have a video of the Ally's movement commands tonight (if all goes well). Am also gonna try to make my Ally Main Script fully compatible with GamerX's Ally Shoot Scripts (they are amazing) and that'll allow me to release the Main Script earlier.

Also: PLEASE read the questions towards the bottom of the main post, I will need the answers soon.

Thanks.
- GHILLI

"The road to Hell is paved with good intentions."
GHILLI
14
Years of Service
User Offline
Joined: 8th Apr 2010
Location: U.S.A.
Posted: 12th Apr 2010 21:45
The Ally Main Script is almost finished, just tweaking a few features - though I am also planning to make it compatible with GamerX's Ally Shoot scripts (I don't think I can improve on these much).

I hope to have a video of the Ally Main Script in action up on youtube by the end of today (was playing GTA IV on my 360 all day yesterday ) and will release the script itself once the video is uploaded (if all goes as planned).

This is my first REAL script so I hope you guys enjoy it.
- GHILLI

"The road to Hell is paved with good intentions."
HELP ME!!!!!!!!!!!
14
Years of Service
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Joined: 16th Feb 2010
Location:
Posted: 3rd May 2010 07:32 Edited at: 3rd May 2010 08:25
Its really good

Cyborg ART
17
Years of Service
User Offline
Joined: 14th Jan 2007
Location: Sweden - Sthlm
Posted: 4th May 2010 19:51
This would go well with my M4A5, with some addition to the script to use the attack, regroup and stay animations would be awesome

But that would be for Project Blue...

Sounds like it could be a cool script nevertheless

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