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FPSC Classic Scripts / DarkAI command Clarifications

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Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 8th Oct 2011 09:26
there are several commands in EAI's dark AI scripts that I'm trying to edit, that I don't understand because they're not in the syntax list. could someone clarify them for me?

aiattackawareness=X
aiusefullaim=X

I was also wondering if there was a way to make them miss the player more often, because as it is, they seem to be deadshots from too far away (for fpsc anyway)

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skype = isaacpreston. I want to talk to YOU
Akanto10
14
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Joined: 24th Apr 2010
Location: Earth
Posted: 8th Oct 2011 18:13 Edited at: 8th Oct 2011 18:15
aiattackawareness=X:

This tells DAI to either become aware of an enemy when seen or not.
EX:
If attackawareness=X is equal to 0, then it will not attack at all.
If attackawareness=X is equal to 1, then it will attack if an enemy is seen.

aiusefullaim=X:

This tells DAI to rotate the upper body to face the player, even if he is about the them.
EX:
If aiusefullaim=X is equal to 1, then when you are about 1 segment above the AI, then it's upper body will rotate towards you, as if to aim right at you.
If aiusefullaim=X is equal to 0, then the AI's upper body will not follow the player's Y height.

As for the question, I'd put the weapon that the AI is using down outside of the map, then set it's accuracy to about 10 or 20 or so.

I hope this helps,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
Bugsy
15
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Joined: 24th Nov 2008
Location: another place in time
Posted: 10th Oct 2011 02:09
thanks man! is there any other way to change the accuracY? because you use the gun too.

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maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 10th Oct 2011 16:34
yes. copy the gun out of the gamecore/guns-folder, make a renamed copy and change the accuracy in the gunspec-txt. then attach to enemy (remember to set cantakeweapon to 0 if you dont want to give this copy of weapon to the player).

with this you can also change all the other gunspecs only for enemy-guns (muzzleflash, sounds, damage etc.)
Akanto10
14
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Joined: 24th Apr 2010
Location: Earth
Posted: 10th Oct 2011 20:35
I do the same as maho76. I normally make a whole new set of every weapon specifically for enemies/allies.

Happy to help,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |
Bugsy
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Posted: 11th Oct 2011 13:15
how do you solve the problem of the player not being able to pick up new guns off of the dead bodies?

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unfamillia
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Joined: 26th Jul 2010
Location: Preston, Lancashire
Posted: 11th Oct 2011 14:08
@Bugsy

Just a thought, but, could you use the enemies death script to spawn the particular ammo that the enemy would have been using. Obviously place the ammo there, but, not let it spawn at the beginning. I know there would be issues, such as, the enemy would move and the ammo wouldn't be spawned in the correct place, but, it's just an idea.

Unfamillia


Akanto10
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Joined: 24th Apr 2010
Location: Earth
Posted: 11th Oct 2011 23:48
If 2 weapons pool the same ammo, then it should work. I can provide some guidance regarding that if you need it.

Happy to help,
Akanto

| Windows 7 Home Premium 64 - Bit | AMD Athlon II X4 @ 2.8GHz | Nvidia GeForce GTX 460 1GB | 6GB DDR3 RAM | 1TB HDD |

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