2 registered members (SBGuy, AndrewAMD),
739
guests, and 6
spiders. |
Key:
Admin,
Global Mod,
Mod
|
|
|
Re: New A.I !!!
#13493
07/03/03 09:43
07/03/03 09:43
|
Joined: Sep 2000
Posts: 1,148
Eagle
Serious User
|
Serious User
Joined: Sep 2000
Posts: 1,148
|
I would buy it!
"make it so"
always~
in the end its all about the game
|
|
|
Re: New A.I !!!
#13494
07/16/03 03:33
07/16/03 03:33
|
Anonymous
Unregistered
|
Anonymous
Unregistered
|
Come Back! We need that code! You got my 5 stars!
|
|
|
Re: New A.I !!!
#13495
07/16/03 05:37
07/16/03 05:37
|
Anonymous
Unregistered
|
Anonymous
Unregistered
|
Yep, as I feared -- ChrispiZ is gone.
Alright people, there's nothing to see here, move along now....
We'll miss you old buddy......
|
|
|
Re: New A.I !!!
#13497
07/21/03 10:23
07/21/03 10:23
|
Joined: Feb 2003
Posts: 178 666 South The Underworld,
ChrispiZ
OP
Member
|
OP
Member
Joined: Feb 2003
Posts: 178
666 South The Underworld,
|
I'm Back!!! sorry for the wait. I was getting my computer suped up now my computer is duel processors amd athlon mp 1.5 ghz each plus i got one of those see tru panel cases with liquid cooling system, anyways back to business. because of my computer being gone, i could not work on the AI. So Im working on it now Sorry!
.,.,.,., SiGh,
|
|
|
Re: New A.I !!!
#13498
07/21/03 10:27
07/21/03 10:27
|
Joined: Feb 2003
Posts: 178 666 South The Underworld,
ChrispiZ
OP
Member
|
OP
Member
Joined: Feb 2003
Posts: 178
666 South The Underworld,
|
When I get the A6 engine, Im gonna work on a very complicated project.
-Ever seen the ragdoll effect in UT 2003? where when you kill a person and he falls, he reacts to the enviroment. I think it's possible to script. I have to figure it out.
I think the possible way to do this is with the physics engine using the model's verteces.
-for example,
The vertexes for the knee, elbow, neck, head, feet, hands all rely on the physics engine.
when you kill the enemy, The script will then act on the vertexes using the physics engine.
like on UT 2003
.,.,.,., SiGh,
|
|
|
Re: New A.I !!!
#13500
07/21/03 23:54
07/21/03 23:54
|
Anonymous
Unregistered
|
Anonymous
Unregistered
|
quote: In about 2 days, I am releasing a new A.I.
Well, that date seemed to get pushed back a bit now didn't it?
Anyway I'm glad you're back and still working ChrispiZ!!
Keep the A.I. alive!!!!
|
|
|
Re: New A.I !!!
#13501
07/27/03 11:25
07/27/03 11:25
|
Joined: Feb 2003
Posts: 178 666 South The Underworld,
ChrispiZ
OP
Member
|
OP
Member
Joined: Feb 2003
Posts: 178
666 South The Underworld,
|
you guys have been waiting, its still in development but im releasing some code so you guys could see what im including in this new ecxiting NEW AI. The Script im releasing is a little sample of the Ally Script A friendly entity who helps you out in battle Since This is a little demo from the ally script which is currently being worked on 1. The ally will not follow you 2. May have problems with engine crashes 3. Does not have all the features in the ai the script works perfectly. all you have to do is assign the action to your ally. If you want your ally to attack, Make shure the flag1 is checked in your enemy action and insert a number in the skill 9 section. remember! if you dont check the flag1 and insert a value in skill 9 in your Enemy Action actor_walk_fight or anything like that, your ally wont attack it! plus+ if you shoot your own ally, it will fire at you Enjoy!!! code:
//allyscript //written by Chris Le// entity* ally_target;
//Dying Function //You could modify this to do other several things like: //when ally dies, you could add functions so that your ally //could scream in pain
function allystate_die() { my._animdist = 0; // reset entity's animation time to zero while (my._animdist < 100) { ent_frame("death",my._animdist); // set the frame from the percentage my._animdist += 5 * time; // calculate next percentage for death in 1.25 secs wait(1); } my.enable_scan = off; // becomes insensible my.enable_shoot = off; my.event = null; // does not react anymore }
// event function that recieves hits function myfight_event() { if (((event_type == event_scan) && (indicator == _explode))) || ((event_type == event_shoot) && (indicator == _gunfire)) { my._signal = 1; if (my._armor <= 0) { my._health -= damage; } else { my._armor -= damage; } } if ((event_type == event_detect) && (you != player) && (you.flag1 >0) && (you.skill9 > 0) ) { my._signal = 1; } ally_target = you; wait(1); }
//wait function. Ally stands function allystate_wait() { while (1) { if (my._health <= 0) { allystate_die(); return; } if (my._health < 30) { allystate_escape(); return;}
// scan for the enemy temp.pan = 180; temp.tilt = 180; temp.z = 1000; indicator = _watch; scan_entity(my.x,temp); if (my._signal == 1) { allystate_attack(); return; } waitt(8); } }
//attack state, my favorite!!! // here is where you could modify what type on bullets it will shoot // and how much damage it causes
function allystate_attack() { if (ally_target==null || ally_target.skill9<0) { allystate_wait(); ally_Target=null; } my._animdist = 0; while (1) {
if (my._health <= 0) { allystate_die(); return; } if (my._health < 30) { allystate_escape(); return; } //turns towards enemy temp.x = ally_target.x - my.x; temp.y = ally_target.y - my.y; temp.z = ally_target.z - my.z; vec_to_angle(my_angle,temp); force = 4; actor_turn(); ent_cycle("attack", my._animdist); my._animdist += 5 * time; if (my._animdist > 100) { my._animdist -= 100; shot_speed.x = 100; shot_speed.y = 0; shot_speed.z = 0; my_angle.pan = my.pan; vec_rotate(shot_speed, my_angle); damage = 3; fire_mode = 302.2; create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); create(fireball, my.x, bullet_shot); wait(1); } wait(1); } }
//escape state. makes the ally a chicken and runoff function allystate_escape() { while(1) { if (my._health <= 0) { allystate_die(); return; } temp.x = my.x - player.x; temp.y = my.y - player.y; temp.z = my.z - player.z; vec_to_angle(my_angle,temp); force = 4; actor_turn(); //walks away like a chicken actor_move(); wait(1); } }
action b_ally_ai_v1 { my._walkframes = 1; my._entforce = 0.7; my._armor = 100; my._health = 100; my._signal = 0;
my.enable_scan = on; my.enable_shoot = on; my.enable_detect = on; my.event = myfight_event;
allystate_wait();
}
.,.,.,., SiGh,
|
|
|
Re: New A.I !!!
#13502
07/27/03 11:27
07/27/03 11:27
|
Joined: Feb 2003
Posts: 178 666 South The Underworld,
ChrispiZ
OP
Member
|
OP
Member
Joined: Feb 2003
Posts: 178
666 South The Underworld,
|
I have Posted a little demo script for you guyz to tryout, please post comments about this little snippet. i hope you guyz like it!
.,.,.,., SiGh,
|
|
|
|