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FPSC Classic Scripts / Intellimatter 2.0

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brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 22nd Jun 2006 12:52 Edited at: 23rd Jun 2006 22:42
Hi everyone!

Intellimatter 2.0 is now finished and this is what i have changed/added:

-removed a couple of unnessesary lines of code.

-added a randomized walking behaviour to the search state.

-done some minor changes in the "lose target" system.

-----------------------------------------------------------

Here is the code:




Dont forget that this script is absolutely free to use!

Have fun! I hope you enjoy it!

*EDIT*

Forget about the survival state, it didnt work too well...

Dont forget to visit my website for scripts!
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 22nd Jun 2006 13:10
where do i add it?

i never used AI scripts before...

Many tales has bein told about me,and there where i came from.Most bad ones are true.The good ones are false...

Join the dark side and be a legend...
DJ Professor K
18
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Joined: 19th Dec 2005
Location: Somwhr in front of a brokn kyboard.....
Posted: 22nd Jun 2006 15:51 Edited at: 22nd Jun 2006 15:52
great job, i'm gona try it when i get home

and gota love reading that last addiction :p


koh, jsut look for the scripts folder in your FPSC directory
open notepad -> paste this new code -> save it with name: 'intelimatterAI2.fpi'

i think the extension is fpi, i might be rong sicne i really diddnt touch many scripts until now, i've been more busy modeling

My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC.
Silvester
18
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Location: Netherlands
Posted: 22nd Jun 2006 16:05
i know its .fpi,

as i made .fpi-Magick i know that

i just done understand how to implent AI...


Many tales has bein told about me,and there where i came from.Most bad ones are true.The good ones are false...
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 22nd Jun 2006 17:25
Thank you, thank you.
Quote: "and gota love reading that last addiction"


Do you mean that you like the "survival state"? Well, i have played Halo many times before and i was impressed by its awesome AI. I was inspired of the little grunts running away from you when you killed their superiors(the EliteĀ“s).
th3 dark j0k3r
18
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Joined: 9th Apr 2006
Location: In my own little wurld
Posted: 22nd Jun 2006 18:36 Edited at: 22nd Jun 2006 18:41
mabe add a part that when the health is low it looks 4 health packs and uses it...ps at line 19 shouldnt audiobankgunreload.wav be audiobank/gunreload.wav? i could be wrong im new scripting....


if time is an illusion than you can give me five more minutes......
- th3 d@rk j0k3r
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 22nd Jun 2006 19:02
@The dark joker

I have sorted that out now.
th3 dark j0k3r
18
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Joined: 9th Apr 2006
Location: In my own little wurld
Posted: 22nd Jun 2006 19:38 Edited at: 22nd Jun 2006 22:25
when i use this script all the characters either dont move (skulls) or stand in one spot dont chase and do melee which does no damge i put the script in main i saved as an fpi idk what is going wrong?
[Edit]
ps how come in firefox the code snippets look so screwed up?


if time is an illusion than you can give me five more minutes......
- th3 d@rk j0k3r
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 22nd Jun 2006 23:59 Edited at: 23rd Jun 2006 00:07
I have no idea what youre doing wrong, it works absolutely perfect for me. It is exactly the same code that i use so if you just copy it right and save as .fpi and change to it in the AIMAIN, then it should work. Its either you doing wrong or your FPSC that is broken or something...

Sooo...anyone else that has a good experience with the update?
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 23rd Jun 2006 00:44
interesting, I had the same problem with v1
my enemies would just stand, rotating on the spot.

Im copying and pasting the new version now!

"It's often better to keep your mouth shut and let people think you're an idiot, than to open it and confirm their suspisions" - Noel Coward
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 23rd Jun 2006 00:54
You know...i have really tested this version and now, maybe not at first, but now, it works perfect, atleast for me. But give me your comment when tested.
th3 dark j0k3r
18
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Location: In my own little wurld
Posted: 23rd Jun 2006 02:09 Edited at: 23rd Jun 2006 02:21
o nvm i got it it seems to do that because i didnt put a weapon...the skull still dont work though..most likly because they lack weapons

[Edit]
how about adding somthing like



if time is an illusion than you can give me five more minutes......
- th3 d@rk j0k3r
MR useless
18
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Joined: 30th May 2006
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Posted: 23rd Jun 2006 07:27
wow the 2.0 is incredible, fix all the anoing problems.

i think you should come out with a hole bunch of scripts, such as intilimater snipe, becuse the snipe they give you leveas the enemy taotly retarded

visit FLASH AFECT
http://www.freewebs.com/mruseless/
gps
19
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Joined: 16th Dec 2004
Location: England
Posted: 23rd Jun 2006 22:37
Antimatter, I'm having an unusual problem. Everything works fine until I've inflicted a certain amount of damage, then the enemy starts to go through the entire animation sequence, while moving towards me. The effect is... surreal. I can keep shooting, and after a few more hits I get a kill with the standard death animation, but until then it's like been attacked by a mime on crack.

Unfortunately, scripting is a mystery to me, so I can't offer any suggestions as to what's going on. I copied the code snippet, saved it as Intellimatter2.fpi then selected it as the main AI for the character.

The only thing that occurs to me is, do you have the EA version of FPSC? I understand that the enemies supplied with that had slightly different animations to the V1 release. That's all I can think of if it's working perfectly for you.

Has this happened to anyone else?

Cheers

- Graham

brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 23rd Jun 2006 22:43
I have edited the code so copy it again and replace the old one. The error occured because i forgot to write setframe=2 in the healthless=30 state.

Dont forget to visit my website for scripts!
gps
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Joined: 16th Dec 2004
Location: England
Posted: 23rd Jun 2006 23:08
Thanks! It works perfectly now

- Graham

brummel
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Joined: 26th Nov 2005
Location: Sweden
Posted: 24th Jun 2006 01:30
Good! Its fun to have some modelers trying out my script, its not usual.

Dont forget to visit my website for scripts!
Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 24th Jun 2006 02:03
antimatter...

I find the Halo AI system to be VERY unimpressive. I find that the design was not to impress the player with tactical movements... but to overwelm him with agressive assults.

Halo AI.SYS has many flaws... the flaws also happen to fix bad tactics but still exist as flaws. For Instance, Halo AI.SYS tends to be territorial in nature... enemys generally don't go after you, but rather hold their ground. Furthermore, when holding ground they might persistantly shoot at a single location while you go out the rear.

This poses SERIOUS threats when the player decides not to play but the rules. I have sniped an entire encampment with no retaliation... they run act like they are doing something... then settle down. The game is designed around assult... if you charge at a place then holding ground makes sense, if you snipe or shoot from a distance it looks stupid.

Heck grenades also are bugged... if you see a flying glowing ball... what do you do? Well elites keep on shooting... if you peg them they might yell a little, or actually do a semi-charge. Of course if you throw it and they aren't shooting (or you not them) then they jump or run... but it is a little wacked in combat.

One of the good things about Halo AI.SYS is the ability to handle multiple targets. Games like Dues Ex have a very bad system of targeting. It is basically the first threat seen is the target... ignore the guys with rocket launchers kicking your ass while he runs away. In Halo enemys aren't tied to one target making it much more dynamic AI.SYS.

My Government sucks, join the rebellion!
One can only know so much, only comprehend the world to a point. After that we exist as impressionable beings. Doing nothing, being nothing, forever nothing.
Zerodin
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Posted: 24th Jun 2006 05:49
Thanks for the free AI! Version 1 was great, so I'll probably like this too!

"Mushrooms, Snakes, and you!" the selfhelp book for badgers
Programmer of Power
19
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Joined: 22nd Aug 2005
Location: Home
Posted: 24th Jun 2006 21:42
Um, well I'm trying to use the AI but I keep having problems, of course.

Where do I put the AI, in the main script or the shoot script, and what do I put in the other one?

"I will work harder... if you ask me enough times... or give me enough coffee"
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 24th Jun 2006 22:22
Just put it in the main script and dont mind the shoot script.

@Merranvo, i meant tha AI in Halo 2. Atleast I think it was good in that game.

Dont forget to visit my website for scripts!
Programmer of Power
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Posted: 24th Jun 2006 23:59
Hmm... I put it in the main script and remove the shoot script, but they still just stand there.

"I will work harder... if you ask me enough times... or give me enough coffee"
Les Horribres
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Location: My Name is... Merry
Posted: 25th Jun 2006 00:13 Edited at: 25th Jun 2006 00:13
Antimatter... I WAS talking about Halo2... I can't count how many times my 'marines' drove over grenades. Heck... I once watched a video of a guy who managed to get the Hunters to kill each other. And most of the game I sniped... they don't do anything just sit there running back and forth.



Programmer... did you put it in the filesscriptbank?
and is it named .FPI

Your Mod was deleted by the Government.
One can only know so much, only comprehend the world to a point. After that we exist as impressionable beings. Doing nothing, being nothing, forever nothing.
creator of zombies
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Joined: 16th Feb 2006
Location: UK: West Wales
Posted: 28th Jun 2006 20:05
where about's do i insert the
in the script. If possible, could you post the new updated script.

thanks, Josh

Windows XP Home Edition,Phoenix - AwardBIOS v6,AMD Athlon(tm) 64 Processor 3200+, MMX, 3DNow, ~2.0GHz,1024MB RAM,2 NVIDIA GeForce 6600 256MB graphics cards, SLI motherboard,5.1 soundcard.
brummel
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Posted: 28th Jun 2006 21:06
It is already there, but thanks anyway.

Dont forget to visit my website for scripts!
Dr Cuddles
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Location: In your toilet...*Splosh*
Posted: 9th Jul 2006 01:59
My god this is amazing stuff man, i wish i new how to code like this!

"I dont' know what weapons will be fought with in WW3 but in WW4 it will be sticks and stones" - Albert Einstien
brummel
18
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Posted: 10th Jul 2006 02:20
When the time has come you will learn how to code like this.

Dont forget to visit my website for scripts!
DJ TJJ
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Location: mobius
Posted: 13th Jul 2006 22:07
If what Merranvo says is right then maybe you should make it o that when an enemy is sniped at the rest scramble and search he area for about a minute and then get back to there original location or something,
DJ TJJ
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Posted: 15th Jul 2006 16:39
maybe make it so if the enemy has no wepoens he goes mellee

brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 16th Jul 2006 00:40
Quote: "when an enemy is sniped at the rest scramble and search he area"


I was working on that before but then i redesigned the script and built it from scratch. The new version will be in my game.

Dont forget to visit my website for scripts!
DJ TJJ
18
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Joined: 8th Jul 2006
Location: mobius
Posted: 16th Jul 2006 10:26
and when i get some time to script i night get to scripting a way for the skull to work,

http://www.freewebs.com/djtjj3/
Luke314pi
18
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Location: Minneapolis, MN
Posted: 19th Jul 2006 16:30
Thanks for this script, it works great!
brummel
18
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Location: Sweden
Posted: 20th Jul 2006 01:40
Your welcome.

Dont forget to visit my website for scripts!
Komet
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Posted: 3rd Aug 2006 21:46
Hey brummel just want to say thanks for the script, much appreciated.
brummel
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Location: Sweden
Posted: 3rd Aug 2006 23:41
Thank you Komet, the update will be released after i released my game.

Dont forget to visit my website for scripts!
Komet
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Posted: 4th Aug 2006 00:07
Good luck with that brummel when I produce some item for making games with FSPC of use you can have it for free, at the moment I'm concentrating on a WW2 entity pack, but I think your game is set in the future isn't it?
brummel
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Posted: 4th Aug 2006 10:20
Why thank you Komet! Well, free models are always appreciated eventhough my game is in a near future.

Dont forget to visit my website for scripts!
phil17
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Joined: 1st Apr 2006
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Posted: 14th Aug 2006 04:04 Edited at: 14th Aug 2006 04:19
Im having the same probelm as the guy above, i save it and add it in my script bank but when i add it to the person he just stands there. any help plz?

EDIT: I got the FPI maker and used the script. Its really great. Thanks alot.
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 14th Aug 2006 13:54
This is from Revial Teh FAQ:

5. Enemys don't react
If it isn't the script, then it may be physics interactions.

Because the script works perfectly well to me. Its the same version that i used just some months ago.

Dont forget to visit my website for scripts!
REDGA
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Joined: 1st Jan 2006
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Posted: 14th Aug 2006 15:04
cant you make a script that changes the charecter from shoot type AI to a fast cowerd ?
[quote]if newweaponcanbeseen somthing idw to make the enemy get that weapon

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