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FPSC Classic Scripts / what's the Best AI for FPSC?

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Foxhound7
18
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Joined: 19th May 2006
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Posted: 8th Dec 2006 20:03
Ok, I dunno bout everyone else, but I'm dying for some good AI. What's the best AI available for FPSC users? Price really isn't an issue for me, I'm just wondering what's the best.

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Candle_
18
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Joined: 29th May 2006
Location: kindergarten
Posted: 8th Dec 2006 21:59
look for Airslide's scripts. best AI I have used.

Silent Thunder
18
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Joined: 6th Feb 2006
Location: The Ship
Posted: 9th Dec 2006 00:22
I use AIv2.0, Sensei and Airslide's scripts didn't work for me.


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Foxhound7
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Posted: 9th Dec 2006 01:24
do you have a link to that thread?

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xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 9th Dec 2006 02:47
There are some alternative AI scripts on the forum that are very good indeed, but the best one for you game is going to be the one you make. No AI can take into account every situation and level layout. It has to be custom made, and each character should be different.

Look at what the others have done to learn some technique, then custom make a script for your unique situation.

Best.

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Benjamin A
19
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Joined: 31st Oct 2005
Location: The Netherlands
Posted: 9th Dec 2006 15:13
I've used AIv2.0 in the past, but it is real speed killer and very buggy for me. The enemies do behave very odd at times.

For my own games, I've rewritten a number of the FPSC original AI scripts, worked better for me then all the others, but still not the best solution.

Recently I've switched to Airslide's AI and it works great for me. Airslide recommends to use it in conjunction with spawning and that works wery well indeed. You can use it without spawning, but if you're planning on using a lot of enemies, then use spawning enemies.

I haven't tried Sensei yet since as far I understood you can't really use it for a commercial game and needed empty's mods, so I never really looked at it, since I'm planning on using my AI for a commercial game and don't want any unofficial mods on my system. By now the mod isn't needed anymore for the AI (if you don't use AI friendlies), but I've heard many people not being able to really make use of it without the mod, so I'm not sure. One day when I've got some time I will try.... but time is a problem.

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Jourdan
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Joined: 15th Aug 2006
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Posted: 9th Dec 2006 16:31
where i can download AIv2.0?
i have searched, 0 result

sorry for my bad english

thx b4

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Silent Thunder
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Location: The Ship
Posted: 9th Dec 2006 17:29
Quote: "I've used AIv2.0 in the past, but it is real speed killer and very buggy for me."


huh?
for me it seemed to speed up my games.


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Candle_
18
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Joined: 29th May 2006
Location: kindergarten
Posted: 10th Dec 2006 00:40
http://forum.thegamecreators.com/?m=forum_view&t=89594&b=23

Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 10th Dec 2006 07:35
Quote: "I've used AIv2.0 in the past, but it is real speed killer and very buggy for me. The enemies do behave very odd at times."

Considering that the first AI I made I came up without ever using the program (I DID finally take out all the bugs I could find by agressive implementation and encisination of the code into the engine). Actually, I wrote the code on notebook paper durring school ;p. Either way, at the time, it was a good model to base AI structures on...

The bugs are mainly due to shere size and complexity of the code... inorder to compinsate for this the main loop should be the primary script, and others should be executed as external scripts. This insures that each and every state doesn't have to be run through the script executer only to be returned as false.

Finally, use of freestanding plrcanbeseen and settarget are two very bad things.

The code IS NOT optimized to any worthy extent... AI v 2.0 is AI v 1.0 with several bugs removed, several lines of code removed, and a bit of optimization that is ignored.

Quote: "for me it seemed to speed up my games."

Supprising. Ben A's assesment is right... the script undeniably, will cause slowdowns.

Sad to say, my strength never lied in optimization of sourcecode... I just am able to make it.



SideNotes:
Genrally speaking, AI v 2.0's use of activated for commonly used condition-action structures is a vast improvment that I ignored in a later release of the AI... Use of an activated structure can reduce code in complex script structures by 15%, at least.

Another improvement that I consitered, but never implemented, was multiple central command executers, for each programmed for different approachs to the current situation. I did say it is a bad idea to keep the AI stuck in a single state, but the reason for that is people often say (if player is seen, shoot and straft and forget everything else).

Separation of state sets into external FPI files. This will cause a massive increase in speed, proportional to the size of the final file, without the excised state sets, to the size of the inital file. With each script set to return to the main executer which can relay it back to it's inital state... you can do stuff.

Use of the plrcanbeseen command only if you have not rotated to the player recently. For one, linking it with plrdistwithin means it will only execute when the player really 'can' be seen. Further linking to plrhigher means that if the player is too high, it won't execute (unfortunatly there is no plrlower). Settarget is a less complicated algorithm, but it should only be set if the player is 'found', settarget is needed to get bullets to hit the player, so... there.

burnout.


AI v 2.0 might be listed under superenemy or super ai... but it is allways avaliable at my DEAD site.
FPSC Universe

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Benjamin A
19
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Joined: 31st Oct 2005
Location: The Netherlands
Posted: 10th Dec 2006 11:08
Quote: "Quote: "for me it seemed to speed up my games."
Supprising. Ben A's assesment is right... the script undeniably, will cause slowdowns."


I think he meant compared to other AI systems.

If I use the original TGC AI scripts, the AI will be stable, but game slow donw a lot. If I do use AI v 2.0 the game speed is better compared to TGC AI, but the AI is not stable. If I do use Airslide's AI it's pretty stable and the game speed is least influenced by it.

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