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FPSC Classic Scripts / Team Work

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Jonno
18
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Joined: 20th Apr 2006
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Posted: 14th Sep 2006 09:20
In my latest game, there are five special forces troops, (including yourself) who are on the same team. You are assigned to destroy everything that utters a single breath. Im going to make them run along to waypoints. Is there a script were they fire at the enemy, not eachother, and not me? I don't care if they do no damage to the enemy, just as long as they look like they are actually doing something. Is there a script like this exsisting?

DJ Professor K
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Joined: 19th Dec 2005
Location: Somwhr in front of a brokn kyboard.....
Posted: 14th Sep 2006 12:53 Edited at: 14th Sep 2006 17:18
As for i know, there were failed attemps for Allies.

Right now, we have the WIP (work in progress) of SENSAI AI, wich will have the enemies use cover, use dodges with more logic, and you'll have allies.

The release is uncertain, it should be this month, but i like to warn you, things might happen and the release date might be changed.

Edit: Fixed some typos...

My love is seperated in 2 parts, 1 of them is 3ds Max 7, the other; FPSC.
Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 14th Sep 2006 13:52
too true Proffessor.

And Anarchy, I read your post on the showcase and there are some remarkable similarities to FOTF, the nuclear wasteland, the fact North Korea are involved (even though your game is in Russia), I'm not really too happy about it. But whatever, Sensei has allies. They may be adaptable to follow waypoints and shoot at enemies.

Anyhoo. good luck!

brummel
18
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Joined: 26th Nov 2005
Location: Sweden
Posted: 14th Sep 2006 20:03
I am working on a new AI too which supports tactical commands like if you push 'g' your ally will advance and so on.

Gamerelease top 10 at www.freewebs.com/krillej/blog.htm

Check it out now!
Jonno
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Joined: 20th Apr 2006
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Posted: 15th Sep 2006 09:00
Yeah, I'd guess you would be annoyed by it...cause it is sortov the same...I assure you... That it is completely different...more Half Life and Doom. If you don't like it (when we realese it) or its to much like FOTF, we will change it.
(Dw, we won't steal models or anything)

Its not really nuclear wasteland, its an explosion that destroyed some of the labs. Thus, realesing deadly viruses into the enviroment. This is why they want everyone dead. I involved North Korea because they sound like shifty people... always launching test rockets etc. (so yes I copied that.) I'll change the "North Koreans" to...erm...hmmm....I'll think of something...maybe a highly advanced terrorist group.

You should be proud! Your game looks so professional and hardcore that people are making clones of it! (Allready!)

So sensi will be perfect for wat I wan't my chracters to do? (I don't want them to follow orders, just run, shoot...and eventually die...turn into zombies...etc.)

uman
Retired Moderator
20
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Joined: 22nd Oct 2004
Location: UK
Posted: 17th Sep 2006 04:27 Edited at: 17th Sep 2006 04:47
Dont know about you guys but I have been working on the same game for longer than many commercial game companies have existed and many of them produce games with a similar kind of story or content as I have been working on for many years longer.

There arnt many completely original ideas around or come along that dont have something very similar at least in part already existing.

Humans today dont have a monopoly on ideas - most of them are a rip off of ones that were envisaged and created before us long ago - even then someone probably thought of them before they did - before computer game making was even a reality they were expressed via other media types.

Anyway back on topic - there seems to be numerous helpful users AI scripts around.

Personally I write my own sorta best I can anyway and await any AI system Update from TGC or any extension to the Scripting action or command set that may help us make improvements. I would rather see TGC do it and provide a fully integrated system but if its not forthcoming users dont have much option other than to get on wih it themselves.

Good luck with your AI endeavours.



"I am and forever will be your friend"
Jonno
18
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Joined: 20th Apr 2006
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Posted: 17th Sep 2006 06:57
As you were saying you had the same idea, well, butterfingers beat you to it then, because he made the game, and now its complete. (Like the demo version) So we can say he made FOTF up. We can say I copied Under Chernobyl.
(Except I copied Doom and Half Life more, FOTF just gave me a little boost...if someone can make a game like that, why can't I?)
LOL

So there are scripts lying around somewere like this? (Like sensei)

Quote: "Personally I write my own"


Is this coding in C+? (or C++)

Thanks for your help uman.

uman
Retired Moderator
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Joined: 22nd Oct 2004
Location: UK
Posted: 18th Sep 2006 01:14
Jonno,

Not sure how I helped anyone - I was just making a general comment or observation and not one relating to anyones game here specifically.

I did not say I had the same idea as anyone making a game here though I am sure many users games may have similar content from various aspects.

To date I have just either amended default AI scripts or made up my own using default script and manual commands and actions using parts of default ones where necessary and also leaning from some users endeavours at this forum. I have only made up specific scripts where necessary which fit my needs so they are not generic AI scripts. I have also just created some or have half finished scripts created for testing purposes.

Personally my own game making does not yet require advanced enemy AI for that I would hope that TGC will eventually by and large remove the need for me to endeavour to achieve it and provide better than I could ever create myself or at least extend the user possibilities. That may not be the case however.

Most of the scripts I have created to date are for interaction with casual or friendly Characters in some way.

Good luck everyone with the scripting and game making - I trust you are enjoying the benefit of the latest update with hopefully more to come.




"I am and forever will be your friend"
FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 18th Sep 2006 04:36
I think at this point that there have been so many FPS games made that it is really hard to come up with a unique "hook" or angle that your game might have that will set it apart form everyone else's.
The answer might lie in the little things... segments,textures, ambience,models,etc.
Maybe we have to do some of the same things as everybody else but we can do them a different way.

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