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FPSC Classic Scripts / Making Entities More Intelligent

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Komet
19
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Joined: 24th Aug 2005
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Posted: 3rd Aug 2006 21:00
I'm thinking that everyone has noticed in the unmodified release of FPSC V1 that the entities are very dumb, hard to kill and tgheir motion resembles someone who has jumped by an elephant while unawares, hence why they move like bill and ben

Can anything be done about the above?

I would like to make my entities die if shot once properly.

I would like them to stop hopping around like a demented frog while trying to avoid bullets and instead just take aim and shoot back, preferably seeking any nearby cover first.

Is any of this possible presently?
FredP
Retired Moderator
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Joined: 27th Feb 2006
Location: Indiana
Posted: 3rd Aug 2006 21:18
As far as entities being hard to kill you can either lower the health of said entity or raise the amount of damage done by the weapon in the weapon's gunspec file.
AI is a prblem with enemies but there are various solutions which are covered here in the scripts forum.
A lot of times the way an enemy moves is determined by the AI script that the enemy is given,the amount of dynamic entites nearby, how well the physics are working at the moment,etc.
I have been able to get some tolerable AI going on but I have to do it on an anemy by enemy basis.
FPSC could use some better AI.
You might check out the Intellimatter script available here in the forums and there are some others as well.
You can open an enemy AI script in the scriptbank and get a general idea of what the enemy will do if you use that for the AI script.

Komet
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Joined: 24th Aug 2005
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Posted: 3rd Aug 2006 21:25
Thanks very much Fred, that provides the info I was hoping for
FredP
Retired Moderator
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Posted: 3rd Aug 2006 21:42
Anytime.

uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 4th Aug 2006 03:54
It is possible to enhance the AI over and above the default.

FredP has pointed out the situation quite correctly and accurately in a brief and concise overview. It works best on an idividual scenario basis due to the issues existing as FredP pointed out and each enemy may need to be tweaked very much so on an individual basis.

The possibilities for advanced AI behaviours at the moment are very much limited due to issues and the limited scripting functionality available and supported by the engine and its doubtful that very much more can be done by users currently than many may have already have achieved - though not necesarily been seen or made available at the forum to users in general.

You can set up some reasonable scenarios and behavioiurs via scripting but they tend to be erratic and inconsistent and cannot be relied upon to always behave correctly.

Given the limited capabilities - NPCs still often do some stupid things when at other times they behave as you set them up and its far from professional looking when that happens in your games.

Any Update improvement to the stability overall of the engine and AI issues in particular will be a great help in preventing this from happening so that users could reliably try and work with advancing AI capability via scripting.

Hopefully the update will go further than that and give users an improved command and action set and perhaps more with some improvement in both AI and other areas such as Physics stability and collision as being introduced to DBPro - Issues which which currently in the case of FPSC also adversley impact on overall gameplay and AI behaviours.

Komet,

Quote: "hopping around like a demented frog while trying to avoid bullets"


I like it even if it may be just a little harsh - I get your point.

We must try not to laugh or someone might suggest the same in regard to the player.

Not me - I dare not.



"I am and forever will be your friend"
FPS FAN
18
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Joined: 30th May 2006
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Posted: 4th Aug 2006 11:13
depite the bad Ai some of the games thatpeople have made are realy good .i mean a afew i hve played are better then some of the mainstreem games out there there are a few niggels but that can be excused.

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