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Re: IntenseX - Basic [Re: Matt_Coles] #128545
05/22/07 13:33
05/22/07 13:33
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
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Felixsg  Offline
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Joined: May 2003
Posts: 567
Spain, Canary Islands
Very good. The simple obstacle advoince are great.A more AI options in upper editions of intense X?

By sample a Man with a dog? (two AI friends)
Vehicles

The limits for that intenseX AI appear not have end

I like soo much

thanks for that program

Re: IntenseX questions [Re: Felixsg] #128546
05/22/07 15:17
05/22/07 15:17
Joined: Jul 2004
Posts: 1,205
Greece
LarryLaffer Offline
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LarryLaffer  Offline
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Joined: Jul 2004
Posts: 1,205
Greece
Thanks everyone! to be honest, i didn't expect such overwhelming response so soon!

Quote:


Obviously we wil be able to do pedestrians in basic, so with that in mind let me ask the following questions:





Actually, no. Although I've only released IntenseX Basic, i'm actually done with all IntenseX editions. I've used features from IntenseX Plus i think to come up with that video. Soon, I'll get all editions released, all that was keeping me was the documentation and bloody uni. Now, it's just the documentation

With IntenseX Basic, you could still come up with that demo but with writting your own Goals, or overriding IntenseX Decision Making, like we've talked in another thread. When I release IntenseX Basic again, I will make sure to add enough documentation for both methods.

With IntenseX Plus and above, you'll start getting more non-hostile Goals, so you can have a variety of AI behaviors, programming free.


Quote:


1) Will we be able to make other harmless ai? (I know that its possible now with sdk...I just cant do it)





Yes, in IntenseX Plus you start getting Teams, so you can set other Npcs to be neutral to the Player. In IntenseX Basic everyone is set to be hostile to the player by default. From IntenseX Plus and above you also start getting lots of non-hostile goals, such as Follow Path, TalkTo, etc. Check the feature list here.

Quote:


2)Will it be easy to set up an ai that just goes somewhere and performs some action? (Therefore the coder can set up schedules for peaceful type ai)





All editions come with predefined Goals, and from Commercial and above you can choose through panels which Goals you want active for every AI to make your own behaviors. If you need to write custom Goals, like: "Go there. Play that certain animation, etc" there are three ways around it:

1. IntenseScript
Advantages: No c-script knowledge required. Integrades seemlessly within the current Behavior(you can order an Npc to go somewhere, but if he gets shot, he will still interact accordingly. When the threat is over, he will continue with the custom action."
Disadvantages: None. This is the ideal way. IntenseScript is only available in IntenseX Professional though.

2. Writing your own Goals
Advantages: Integrades seemlessly with current behavior. First you create your own Goal, and make your AI to do Anything you want. Then you mix and match your Goal with the predefined ones to create your own behaviors.
Disadvantages: Requires some c-script knowledge. Needs IntenseX Commercial.

3. Overriding IntenseX
Advantages: Anytime you want, you can take complete control of the Ai behavior, and make it do anything you like. Possible for all IntenseX editions.
Disadvantages: Requires c-script knowledge. When Ai overriden with your control, it will not react when shot at, etc. like it normally does, until control is restored to IntenseX's predefined Ai behavior.


Quote:


3)If you shoot an ai, (like those pedestrians) will it be possible to make them run, hide and cringe? Or is it possible to make them hostile?





Normally, of course. But i'm keeping the pedestrian simulation shooting-free cause it's intended for a uni dissertation.


Quote:


4)Will it be possible to have a hostile enemy go back to like a neurtal or a guard like schedule? In the current beta as you know the hostiles will hunt you down no matter how far you get away or how much time is passed.





In IntenseX commercial, you'll be able to increase or decrease the bloodlusting thirst of every AI through a panel. If you decrease the weight of the SearchAndDestroy Goal, and increase the weight of the Guard Goal, then it will become more probable for the AI to restore to guarding duties, as you move away from him. With IntenseScript, you can order the AI to return back to guarding at any time.


Quote:


No problem. I Still have the software and registration information. Only when I install IntenseX, it must be activated again. Do you have the re-send key feature working on the website or must I request the key by email like before? Thanks.





Hi dusty. I'm afraid the website system is still not set up. I promise to work on it as i release more IntenseX editions. For now, it's the same old e-mailing method. But unless you're unlucky, i respond within an hour.


Quote:


IntenseX Pedestrians looks really cool. If you just could talk to them then it can create a living city.

Sometimes I think about the option to create Adventure-like games with ItenseX. This pedastrian-demo looks like it could be possible.





I'll add dialogue to that demo pretty soon, and possibly upload it if someone wants to give it a try. It will be about 50mb though from all the models i use.

I'd also like to create an adventure using my tools someday. It's one of my favourite genres, and with IntenseX Professional, you'll be set up the whole game programming free, including a point and click movement, and scripted events.


Quote:


A living city, as Postal 2, may be wonderful..but , release at least the basic Ai..it is ready or what?





It's ready, i was just really really busy the last few months. I'll start releasing IntenseX again soon.


Quote:


lol, just clocked Postal 2 again yesterday, going through my oldd school games.
Eagerly awaiting the official releases of intense AI and this IntenseX Pedestrian idea looks very promising





Thanks. Actually, Intense Ai, and IntenseX pedestrian, among everything else, are now all merged into the 4 IntenseX editions, Basic, Plus, Commercial and Proffesional.

Quote:


Very good. The simple obstacle advoince are great.A more AI options in upper editions of intense X?

By sample a Man with a dog? (two AI friends)
Vehicles

The limits for that intenseX AI appear not have end

I like soo much

thanks for that program





and thank you for your words.
Man with a dog would be possible in IntenseX Plus. Man and Dog get assigned to the same team, and the Man is assigned to be the leader. This way the Dog will automatically play the pre-defined FollowLeader Goal, unless there's an eminent danger, or the leader is dead.

I may do vehicle AI, but I don't see it yet. Everything is just so different when it comes to vehicles.


Thank you all for your interest,
Aris


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Re: IntenseX questions [Re: LarryLaffer] #128547
05/22/07 19:12
05/22/07 19:12
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline
User
Mondivirtuali  Offline
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M

Joined: Oct 2005
Posts: 528
Italy
I 'd like to test the demo

Re: IntenseX questions [Re: LarryLaffer] #128548
06/01/07 01:40
06/01/07 01:40
Joined: Mar 2005
Posts: 725
USA
TeutonicDarkness Offline
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TeutonicDarkness  Offline
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Joined: Mar 2005
Posts: 725
USA
Aris,

I finally got the chance to get Intense AI set back up
after the activation and now I'm back to playing around with it.

A Few questions:

1.) Is there a quick and easy way to give the player
ininibility ( without maring up the code )
would not want it "In Game" just a developer
thing I do this myself when testing AI for
my A5 engine project..

Just want to fully see how the AI handles under different
situations for a indefinate amount of time.
I would just increase health.. but for testing
I really need "full invinibilty" for the duration of
development.


2.) Could you give us a run down of the
aniamtion names what it does where its called in
script etc.

( I know there a lot of them but maybe at least
it can make it into a future manul)

The naming covention has me thrown off a bit.

I'm used to simpler things like
Walk, stand, die, swim, run, crouch, attack.

I have to figure out how I can use existing models
and hope at least some of the animation will be close
enough to work.

For example the Straffling.. If I dont have that animation
will it just be skipped as it was in the older template days?
Or are some of these animation absolutly necessary?

I realize A lot of this can probally be changed
by script/project manager somewhere..

I just dont want to mangle all the intense setting
holding out for models that do have the right naming
convention like those "Agents".


3.) Not really a question here but I just wanted to comment on
the "See through wall fix" you gave me earlier.

http://www.coniserver.net/ubbthreads/sho...true#Post734103

I really like it and would like to use it on 75% of
the IX_npcs ...


Love the sight fix too.. just not on all of them..


holding off for now on a way to set the sight to 360 only
for about 25% of the "agents"...

and giving about 75% of my "agents" the see through wall fix.

Once I can do this it will be awesome even if it means
waiting for a higher version such as Pro;
wich I would gladly buy.


All I can think of for now...
though I'm sure I'll think of more as I tinker away.



*** Teutonic Darknesss ***

Re: IntenseX - Basic [Re: Felixsg] #128549
06/06/07 19:25
06/06/07 19:25
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
User

Joined: May 2003
Posts: 567
Spain, Canary Islands
question
I already buy the upgrade to a7 pro
if compatible with the intense AI?
I not recive my key by the moment and can't check
I think are compatible but not confirm by the moment

anyone already test

thanks

Last edited by Felixsg; 06/06/07 19:26.
Re: IntenseX - Basic [Re: Felixsg] #128550
06/06/07 21:36
06/06/07 21:36
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
Serious User
D3D  Offline
Serious User

Joined: Apr 2006
Posts: 1,551
Netherlands
I'd like to know the answer too. Right now i've got A7, but i'm guessing that before I proceed with installation A6 must be removed? If that's true it also means IntenseX need to be re-installed and to do that it requires activation. For me it would be better to know the best time to contact Intense Illusions.


smile
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