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FPSC Classic Scripts / Allies (not asking for it, putting ideas out there)

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Wrycu
18
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Joined: 30th Jun 2006
Location:
Posted: 23rd Jul 2006 00:23
As some of you know, i went to a camp which used FPSC. I got home today (yay). But last night, a counsiler and i spoke for hours about getting AI to shoot at AI, or at least to make it look like it is. We had two ideas:

In the AIs script, it moves the player to a certian spot (near another AI), rotates to it, and shoots, then moves the person right back.

In the Engines code, it moves the players (X,Y) Coordinates back and forth, too fast for the player to notice, but slow enough so the AI knows.

This is of course just a basic idea, but lets think about it and maybe get some allies

3.0GHz Pentium 4HT, 512MB RAM, NVidia 5200 128MB PCI

<--Wrycu-->
Steam Assassin
19
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Joined: 21st Sep 2005
Location: behind you...
Posted: 23rd Jul 2006 08:06
FPSC Camp!?


Don't mess with Texas!
...Internet? What the hell is that!
Wrycu
18
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Posted: 23rd Jul 2006 21:30
Um.. no. Its called EGD (e-magination game design) and it used FPSC in it. we learned how to make a pretty basic game, and i made two of em. but noone wants allies, or is willing to discuss my ideas?

3.0GHz Pentium 4HT, 512MB RAM, NVidia 5200 128MB PCI

<--Wrycu-->
brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 24th Jul 2006 00:32
Quote: "but noone wants allies, or is willing to discuss my ideas?"


This has been discussed so many times that very few actually seems to care anymore. Until FPSC supports thhis naturally i doubt there will be any real allies.

Dont forget to visit my website for scripts!
HandK
18
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Joined: 24th Jun 2006
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Posted: 24th Jul 2006 01:02 Edited at: 24th Jul 2006 01:03
The way was thinking of doing it, was making a big job lot of pathways, (Like they show in the comentary of HL2 E1), then at each node the model could turn to face each node. And as the enemy could only be on a pathnode, then you would know if it could see an enemy.

But Im not sure how to tell if a pathnode is occupied. (Any idea I came up with, resulted in too many dynamic entities)

Your solution might work, but it would need you to drop into DarkBasic wouldnt it?

H&K
uman
Retired Moderator
20
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Joined: 22nd Oct 2004
Location: UK
Posted: 24th Jul 2006 20:05
Anyone trying to set up a successful ally inside FPSC would be well advised to do it with one single character.

If you can get one to successfully target another entity object with any precision when weapon firing or even moving to proximity while facing correctly then you are in part getting there - that in itself is where the first difficulty lies.

The second is to get an ally weapon to inflict damage.

Both of these problems are not possible by default.

Both Multiple AI character enities and multiple complex paths in close proximity to one another can cause serious confusion to the engine and the resultant behaviours of characters due to complex engine issues relating to AI think time and related issues.

Thus trying to set up allys via complex scenarios is not likely to be the best method of doing so for the purpose of testing development of an ally system. Currently the testing of ally behaviours is likely to be very erratic in complex set ups.

In truth Allys are best left to TGC to include the necessary engine recognition of script commands and functions that would be needed.

No other solution will do the job of giving you a true ally capability nor any other group (entity) recognition feature.

For it to be possible both some kind of group or team recognition and a level of decision making as well as numerous other improved features like object avoidance and collision need to be incorporated into an engine that is stable and ready to recieve it.

Though pathfinding could be helpful currently a free moving solution is the only one that would provide realistic behaviors but that requires the pre-requsites above be set in place.

Such is currently not the case with FPSC and any attempts to include these features by users are likely to end in very poor results at best.

Such advanced AI features really are dependant upon a lot of issues to be wholly successful - though a limited feature I guess could be incorporated by TGC that might be possibly be further advanced in future.

We all wish for such inclusions - hopefully we may get just a little help from TGC in this area but I would not bank on it due to the shear volume of work needed to be done with FPSC in so many possibilities for improvements to FPSC.

We must assume that their are far more important priorities for TGC to consider and I am sure unfortunately there are.

Again who knows perhaps they will surprise us all.



"I am and forever will be your friend"
Wrycu
18
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Joined: 30th Jun 2006
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Posted: 27th Jul 2006 21:22
I dont think it would need to be in DarkBasic, but it might need to be. and um.. yeah. thats all, i guess.

3.0GHz Pentium 4HT, 512MB RAM, NVidia 5200 128MB PCI

<--Wrycu-->
Phlum
18
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Joined: 30th Jul 2006
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Posted: 31st Jul 2006 20:42
that's alot about nodes

Various Model Pack #1
Buy it now!! Only £3

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