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FPSC Classic Scripts / R.A.I.S.E Artificial Intelligence

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Natflash Games
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Posted: 25th May 2006 00:02
Real Artificial Inteligense Script Engine

We all know that the A.I that came with FPSC leaves a lot to be desired, so I have decided to create a A.I pack to replace the stock A.I the A.I will include obvious ones like smarter NPC\'s;
then there will be extra ones like stealth NPC\'s, also instructions will come telling you how to controll the A.I, more on this as it progreses.
Also I am thinking waether to sell it seperate or sell it as part of my media pack.
There is a video attached showing the default A.I script.

Visit http://www.natsam.co.uk to find out about my games.
[href][/href]

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jaba
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Posted: 25th May 2006 00:08 Edited at: 25th May 2006 00:09
Edit : i keep watching it its so cool, he waits for you to move closer and doesnt come after you, then once you get close enough he comes out HAHA THATS amazing natflash really is

Be nice to people and you may just reap the rewards of being nice and the values of freindships can give you more than any hatred can ever give.

(be nice to people)
Natflash Games
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Posted: 25th May 2006 00:11
Thanks, I spent 4 hours trying to get that script just right.

Visit http://www.natsam.co.uk to find out about my games.
[href][/href]
jaba
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Posted: 25th May 2006 00:17 Edited at: 25th May 2006 00:21
its perfect except i would also put in a reaction script to when he gets shot.

DID YOU KNOW ? THAT THE BINARY LANGUAGE 01000110010100000101001101000011011100100110010101100001011101000110111101110010 STANDS FOR FPSCREATOR ?

Natflash Games
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Posted: 25th May 2006 00:28
Yeah there will be more scripts, and i'll make them better over time; but that was like a prototype script I did to see how it was and if I should make more.
I decided I should, because I think it is pretty good (not that I like to brag).

Visit http://www.natsam.co.uk to find out about my games.
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jaba
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Posted: 25th May 2006 00:30
hell man, if you complete that and make it perfectly and make alot more youll have every bragging rights in the world. really man, if you sell that itl sell for alot just secure it, or if you give it free youll proboubly be hailed as a hero here keep it up man, thats a good looking script damn wish we had it are you coding it your self or are you using a program for it ?

DID YOU KNOW ? THAT THE BINARY LANGUAGE 01000110010100000101001101000011011100100110010101100001011101000110111101110010 STANDS FOR FPSCREATOR ?

Wyatt Earp
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Posted: 25th May 2006 00:37
Good stuff. I'd be interested in this!
Natflash Games
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Posted: 25th May 2006 00:48
Nope doing it all myself, and thank you for the feedback, i'm glad you like it; since I just spent ages on it.

Visit http://www.natsam.co.uk to find out about my games.
[href][/href]
xplosys
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Posted: 25th May 2006 00:49
Looks very promising, indeed.

Crazy Grandpa
Benjamin A
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Posted: 25th May 2006 01:10
The video looks great and the AI behaves excellent.

It's an excellent idea to write new AI's. I'm wondering why TGC did ship FPSC with such a bad AI. They could have done a much better job on it. I've rewritten a number of the AI's for my game also, to make sure they behave much better, faster and more aggressive and inteligent and I would suggest taking out the weapon reloading. I did that, because by the time the AI reloads his gun, he's down already. The reloading takes to much time.

One thing worries me a lot with your video and that is the framerate. It's between 20-24fps and there's only one visible AI running in the scene. I suggest really looking into that, otherwise you may end up with an AI that drags down your framerate and makes you're game unplayable. With the framerate I'm seeing in the video, I'm afraid that if you would just add two or three of these guys in a game and they game would lag way to much.

http://www.gamefun4u.nl/index.html
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Natflash Games
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Posted: 25th May 2006 01:19
Yeah I get that a lot, but it lags a lot because of FRAPS, fraps slows games down when recording, I tested it with uncapped frame rate and without fraps, then it runs at around 70-80 FPS.

Visit http://www.natsam.co.uk to find out about my games.
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Benjamin A
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Posted: 25th May 2006 01:23
Yes indeed Fraps slows down the game, but when I recorded my game I still got 28-30fps with fraps running. That was recording a full game.

What does happen when you've got 2 of these guys running around?

http://www.gamefun4u.nl/index.html
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flashing snall
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Posted: 25th May 2006 01:27
woa! that wicked sweet, one thing? when you (in da movie) goes to check behind the box you can see ythe shadow of someone, and then, he poofs behind you? i love script, but i thought he was right there, then he shot you...

dont assume cause ull make an ass out of you and me!
Natflash Games
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Posted: 25th May 2006 01:34
Yeah the shadow is a little script glitch, i'll sort it out eventually, I think it has something to do with the plrdistwithin command.

Also I can have 3-4 enimies in the game and it will only slow the game to around 35 FPS uncapped.

Visit http://www.natsam.co.uk to find out about my games.
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Benjamin A
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Posted: 25th May 2006 01:42
Sorry not using uncapped at all, the player can't use that either.

3-4 enemies in a complete level isn't that much though.

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Natflash Games
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Posted: 25th May 2006 01:49
I know the player cant use uncapped, if you cap it it will just go down to 33 since thats what its capped at; and I meant 3-4 levels in one area, visable at one time.
Obviously if you spread out the enimies you can have a lot more.

Visit http://www.natsam.co.uk to find out about my games.
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Butter fingers
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Posted: 25th May 2006 05:03
this looks really promising. I'd pay for definate. Id like one that'd run behind low cover when under fire, and shoot back from cover.

or if possible

one who would collect a dead enemies gun if it was better than his own. then continue to attack!

just some suggestions. I'm sure you've got a bunch of ideas of your own.

"Guns for show, knives for a pro."
Natflash Games
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Posted: 25th May 2006 20:33
Here is another video, called Lights Out, its not as good as the AI but its still a pretty good script.

Visit http://www.natsam.co.uk to find out about my games.
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Avenging Eagle
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Posted: 25th May 2006 20:54
There's no video...


AE

Natflash Games
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Posted: 25th May 2006 21:11
Sorry, here it is

Visit http://www.natsam.co.uk to find out about my games.
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Avenging Eagle
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Posted: 25th May 2006 23:48
Nice

What other scripts are planned?
AE

Natflash Games
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Posted: 26th May 2006 00:37
I'm thinking of trying a swat team, that move in formation, and any others that pop into my head.
P.S Please look in Showcase, I have moved this thread there.

Visit http://www.natsam.co.uk to find out about my games.
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flashing snall
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Posted: 26th May 2006 03:59
how bout if a dude is unarmed, he can turn out the light, if there are any? that would be sweet, then other guys could come out. be really hard, but, just saying. like the movie.

dont assume cause ull make an ass out of you and me!
Maeko
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Posted: 26th May 2006 04:03
How about a civilian like in the game Blood, stands in one spot but when the player is near him he runs off in any random direction, then a few seconds later stands somewhere. When he's shot, though, he runs away from you and hides behind things, or he can instantly die.

Give a man some bullets, and he'll want a gun. Give a man a gun and he'll be giving away the bullets!!
Disturbing 13
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Posted: 26th May 2006 19:46
most impressive, but what would really be sweet is an app that alters/creates scripts by simply altering values in boxes and such and exporting as a script useing the scripts you created. This way you can make smarter/dumber, faster /slower, ect. ect.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
Natflash Games
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Posted: 26th May 2006 20:36
I would love to do that, I really would, but im not that good with DBpro yet, im ok with it but not exellent.

Visit http://www.natsam.co.uk to find out about my games.
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flashing snall
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Posted: 26th May 2006 23:15
wish you could shoot out lights..

dont assume cause ull make an ass out of you and me!
Les Horribres
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Posted: 26th May 2006 23:20 Edited at: 26th May 2006 23:22
Uhh... correct me if I am wrong, but you just activated or spawed the enemys after you turned on the lights (I don't think the 'light too dark to be seen' in the code works that well)? I would sudjest keeping them patroling leaving an level of AI running.

Also, don't turn on offense while going on defense, ignoring shots fired at you while walking to cover (runfore=big number) isn't exactally the most inteligent looking thing. Personally, I would sudjest covering 250-150 units and firing at intervals.

Another thing, if you use timer ANYWHERE in your script it will not work propperly.

More Things, Control his firing manually, don't let a grouchy rateoffire condition do it... Of course the problem is that FPSC might not like being told to fire the pistol 3 times in 300ms... but it does look better then autofire.

Random, Ignore BenA. Reload your weapons, don't turn it off. Just have the enemys hide. (And remeber to pre reload)

:Random=1000:hudtext=Also, you want to encorporate the 'default ai' behaviors into all the other AI's. Simply rotating and following does not really cut it, you want them to continually preform smart moves, for instance, run into the other room for cover.

Finally, try to achieve AI that does not require 'special cercumstancs' or many preset up fields or waypoints. The easier to implement the more success you will have. The problem is that the harder it is to implement the better the AI will be... it depends on what you want most, great AI or great customers.




@flashing snall:
you can... just place a small model shaped like a lightbulb up where the light is, make him an enemy with an ifused=light.

Tada... Bang Bang, lights out!

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
Natflash Games
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Posted: 26th May 2006 23:42 Edited at: 26th May 2006 23:54
OK MerranvoOnePost whatever, thank you for the advice; I will sureley take all that into account to improve the scripts, once again thank you.
P.S I've decided that I dont want to sell them, so ill just give away what I do.
The reason being that FPSC cannot support completely intelligent scripts, therefor you have to "fake" the behavior by, like Merranvo said, using preset behaviors (even he said not to use them).

E.g. The enimy hiding was a preset script by using the plrdistwithin command to respawn the enimy when the player gets close, so it will follow a different waypoint.
Therefor I think that these preset or "fake" scripts should not be sold.

Visit http://www.natsam.co.uk to find out about my games.
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Disturbing 13
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Posted: 26th May 2006 23:59
you honestly wouldnt need DBPro to do it, just some program that can spit out changes into text files.

JEEZ!You people just STFU! You waste more space complaining about people wasting space than the people your bashing! Man, I thought I had no life.
uman
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Posted: 27th May 2006 00:55 Edited at: 27th May 2006 00:56
I may be talking out of my backside here as I must admit that I have not tested all AI possibilities out as yet. They could amount to a considerable number for any one person to test out as there would be many permutations of AI scenario that even the current script capabilities and pathfinding system might allow.

From what I have tested and from what I can envisage from my understanding of AI in other engines and the available capabilities in FPSC - in theory it would be quite possible to build a reasonable level of AI behaviours.

One major problem is that testing out or creating test scenarios in levels that are set aside for that purpose as empty or simple levels where one might be expected to test out your new AI scripts and associated support pathfinding or whatever else you create or set up as a test for cerdibility - In such situations where one would do this you may find that you have some progress or success only to find that when transferring the same apparently working functioning system to real FPSC levels the characters dont behave the same and often behave very badly. Invariably this can be caused by the influence of the strain the engine has to sustain - which it does badly when it encounters complex levels with many Dynamic AI' entities calling upon AI think time - obviously interupted by the many things that FPSC has to contend with all at once.

It would be quite possible to get some good scipting and overall ememy behaviours working in your own test levels but in real gameplay scenarios it can fall apart. Not the fault of your scripts but simply the engine inefficiencies - it would be quite possible for someone to make up some great scripts they find work fine that if others were to try to use them they may find that the emnemies dont behave the same and may return poor results. You can often workaround or tweak this situation in real game levels by tailoring each and every character script to suit to improve the situation - but theres a limit - you need a lot of individual scripts and you need time to tweak individual sceanrios. Given you dont run out of scripts and exceed the limit. Theres also a limit currently on how many you will get in close proximity and active all at once or again that burden will make the AI go haywire and misbehave.

Sorry in complex game levels if you want advanced AI which itself will require some heavy scripts and the burden that those scripts add too (many flexible behaviours and AI responses require large complex scripts) - we will have to wait for some bug fixes and improvements all round - releasing more time back to the AI and less drag on the engine brought about by more efficient handling of polygons somewhere along the line.

Some kind of pathfinding and object avoidance system is itself vital to any AI system. It forms an itregal part of any AI system. FPSC has a basic one which itself suffers from numerous problems. It needs improving if at all possible.

Dont be put off I am sure any AI scripts that any user can put together which give new additional or improved behaviours will be a worthwhile investment for them. In simple levels they will probaly work fine. In complex ones perhaps not and will cause some frustrations.

Hopefully any update will improve the engine somewhat and your new scripts may well then really come into their own. With a bit of luck you may get some new default ones and if you see any extension to the available script commands and actions you may well be able to extend your AI behaviours further.

I do hope so.

If I crack it I may release some AI stuff myself to the community but you will probably have done it yourself by then. I am slowing down my own develpment a little (just a little) now while I wait and see what any upgrade may bring.

Les Horribres
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Posted: 27th May 2006 00:58 Edited at: 27th May 2006 01:06
@Natflash, yes... that is What really pisses me off with FPSC. It obviously neglects it's scripting language. I use to sit down slaving away with this insane idea that I could have the enemys walk across rooms while the plr was far away and find out where the hiding places were... the results... commical.

The moral? There is no moral, just keep working at it. I have the unfortunate inability to think of what enemys should do... I just look and see ways to do it. And the fact that I have to be really excited about a project to bring it to it's finish (Mainly because when I undertake an 'original project' it can a week, or months if it is a programming project... Always aim very high... too high).

The moral of that? There is a moral... work at at and succeed. What do you mean you don't see that in it? The sensless ramblings of oldmen mean whatever I want them to.

Welcome to the exciting, yet frustrating, world of FPSC AI Programming... I can see that you can deliver both ideas of how AI should be and put it into script. We can expect Great Things from you, I say. If you specialize in the AI field, you will hold this mini-forum in your palm and you shall be a god amoung men! Until you go offline :p


Uman, I completly agree... the problem is that I have no clue what you need... Obviously some interactions between entitys, knowledge of where, what, shape, etc. And actual Pathfinding (I don't think there is a pathfinder in FPSC... it just rotates to the plr... or follows the plr's path.

HOWEVER, 5 kb scripts seem to run okay... expecally if you turn them off if the plr is far away (using destroy and spawn [very very nice method there Uman]).

We all have our inner noob. Join the NJL, and have more fun!
I believe society is flawed; our notions on life, on child rearing, stem too far back to be of relevance in this day and time.
Natflash Games
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Posted: 27th May 2006 02:01 Edited at: 27th May 2006 02:02
Thank you guys, for all the advice and support you've given me.
I will keep developing more scripts, and make them as good as I possibly can using the FPSC engine, but I have decided I dont want to sell them, I'll just do it for the personal satisfaction that people are using things I created to make their projects better.

I will keep scripting as well as I can, and when a upgrade comes out if it increases the scripting capability of FPSC I'll make them better.

But for now I'll continue making scripts the best way I can in FPSC, "fake" they may be fake or as I prefer "preset" but they make the entities look and feel smarter in game; which was my origional goal, to make games enimies look and feel smarter, even if they're actually not.

So I say again that is the reason I dont want to sell the scripts just yet, because it will still require a lot of work on the users part (setting up waypoints etc.) whereas if the scripts did everything automaticly, I would sell them.

So I thank you again Merranvo and Uman, for the very good advice.

Visit http://www.natsam.co.uk to find out about my games.
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MR useless
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Posted: 1st Jun 2006 07:19
wow that was great but there is now one thing i hate you for, i using dial up and it took like five mi for the vid.. but it was werth it

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