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Re: purrfect ai lite-c [Re: darkinferno] #267356
05/23/09 13:08
05/23/09 13:08
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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oh my, i apologize laugh .. turns out the door entities interfere with the pathfinding... the pathfinding in itself is perfect but doesnt it handle realtime changes to the level ...

Re: purrfect ai lite-c [Re: darkinferno] #267359
05/23/09 13:22
05/23/09 13:22
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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yes, i also noticed that, but this is same in c-script version.
(though you can check aum27-aum something, for explanation of the system, may help)

edit: aha, thanks for the info laugh

Last edited by Quadraxas; 05/23/09 13:23.

3333333333
Re: purrfect ai lite-c [Re: Quad] #267362
05/23/09 13:32
05/23/09 13:32
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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so quadraxas? how would you go about adding obstacle avoidance, since my levels are model based and i cant use c_content, i dont expect you to code it, just looking for some ideas, even though i do have a few in mind...

Re: purrfect ai lite-c [Re: darkinferno] #267367
05/23/09 14:07
05/23/09 14:07
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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first thing comes to mind is to use c_trace from player/entity to place you want to check, if it hits sometings you can't go there.(thinking of checking if front of entity is blocked or not)


3333333333
Re: purrfect ai lite-c [Re: Quad] #267379
05/23/09 14:54
05/23/09 14:54
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at my pc (duh)
darkinferno Offline OP
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ok, this is rather pathetic, but we all have to start somewhere.. i need to learn a few basics, afterall, this is the first time i'm gonna gonna try at making somewhat of a detailed AI, i just need a few pointers, i knew these problems would arise though... help in the following are would be nice:

- how do i set different targets for each AI, currently it uses a global entity so all ents try to go towards it, i figure i can use a entity for each AI but is this the best method?

wait, thats basically it laugh... it'd be cool if some1 could help me through this... if they have the time that is...

Last edited by darkinferno; 05/23/09 14:59.
Re: purrfect ai lite-c [Re: darkinferno] #267394
05/23/09 15:55
05/23/09 15:55
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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*turns face to George* - George?


maybe it's time for new ai series


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Re: purrfect ai lite-c [Re: Quad] #267397
05/23/09 16:09
05/23/09 16:09
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
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lol... lol... maybe laugh... he'll probably just update perfectAI though... its not that i cant use this, i just want some pointers and some common AI ideas...

Last edited by darkinferno; 05/23/09 16:10.
Re: purrfect ai lite-c [Re: darkinferno] #267433
05/23/09 22:04
05/23/09 22:04
Joined: Aug 2003
Posts: 2,011
Bucharest, Romania
George Offline

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One of my perfect AI demos has realtime obstacle detection (can't remember the magazine number, though). The following versions use precomputed paths, but from what I remember only one of the functions needs to be changed. I might improve the code in the near future and post it in the AUM.

Re: purrfect ai lite-c [Re: George] #268628
05/30/09 11:13
05/30/09 11:13
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darkinferno Offline OP
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ok... i was working with intense for a while, right now i'm just trying to make a decision on which one to use but for the perfect AI, how would i have to modify the code so i could add more ai, currently its setup to be used for the player ent... when i add new ai they all try to go to the same target...

Re: purrfect ai lite-c [Re: darkinferno] #268643
05/30/09 13:10
05/30/09 13:10
Joined: Nov 2008
Posts: 946
T
the_clown Offline
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If you mean team AI, here's an example made by badapple.

http://www.freewebs.com/baddapple/freelitecscript.htm

The example shows how to code two teams. In the example, they use swords, but it's not to hard to get the concept behind that.

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