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Re: Advanced AI for FPS with A4 templates #5216
07/31/01 02:06
07/31/01 02:06

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Hello everybody, I just came back from almost 3 weeks of vacation in Slovenia.

merlingames: thanks for the link, Sikkens_Software want to tell us that he is keeping this post at the top.
It was a idea of Eldurin to say it like this.

I hope you guys don't give up, but I think everyone is working very hard on pathfinding.
But Jokester, what the bugs in my code? You're right with your signature, finishing a game is the most difficult about making one.


Re: Advanced AI for FPS with A4 templates #5217
08/05/01 23:04
08/05/01 23:04

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We don't need to make our AI with the templates in this topic, hope that's clear for everyone. But I hope the AI and the pathfinding stuff is compatible with A4, because else it won't help me much.
Has someone made progess with his pathfinding yet? Jokester, have you made progress with fixing the bugs yet?

Re: Advanced AI for FPS with A4 templates #5218
08/06/01 01:19
08/06/01 01:19

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Sorry! My mistake! I was using your code at the same time as some other one aswell and it made yours go funny! Sorry! But one thing we definately need to do first is to make it so the enemy reacts quicker. At the moment, if you keep straffing round him in a circle, then he will always miss you. He fires to early. We need to find a way to fix that.

Re: Advanced AI for FPS with A4 templates #5219
08/08/01 02:28
08/08/01 02:28

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You're right, some time ago I already tried something to let the enemies fire only at the player when they could really hit him, but then they didn't fire at all anymore. There will probably be a way to fix this. And you're also right about the strafing around the enemy, if there is only one enemy he can't beat you if you keep strafing. I will try some things to fix this bugs. I already know what's the problem, the enemy checks or he sees you and then he shoots, but the trace function also looks backwards so if you're behind the enemy he sees you and start shooting at nothing. What we have to do is making the player only shoot if you're in front of him. Have you also used my advanced state_hunt? It works good, but adding the paths to the levels is a lot of work.

Re: Advanced AI for FPS with A4 templates #5220
08/08/01 03:59
08/08/01 03:59

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I was on vacation,too. And now I have much to do before I can come back to pathfinding again. My code will be optimized for A5, but the Entity-Pathfinding should also works for A4. My second project, Terrain-Pathfindg won't probably work with A4 ;-)!

Re: Advanced AI for FPS with A4 templates #5221
08/09/01 07:15
08/09/01 07:15

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I hadn't noticed that advanced hunt, i'll try it out. I have another small idea for state_hunt that doesn't use paths, but might not be as good. For state_hunt, could you make the enemy face the players direction, then walk in that direction and then use the SHOOT command to see if any walls are in the way and if so, turn away until his path is clear, then keep shooting at the wall which was blocking him initially, and when it is gone, continue to follow the player. I havn't realy thought this through, but could it work?

Also, for the escape part, you could do the same thing but face away from the player. What do you think?


Re: Advanced AI for FPS with A4 templates #5222
08/11/01 05:02
08/11/01 05:02

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Haven't found a solution to fix the bugs yet, but I've got something else. In my advanced state_hunt, enemies can't get through doors, I've fixed this. Add:

code:

MY.__TRIGGER = ON;
MY.TRIGGER_RANGE = 16;


to the action of your enemy.
Now make skill7 of your doors 20 and the enemy opens the doors.
You can adjust the values if necessary.

Escape is a useless function I think, because what's the use of the enemy escaping to another room or even if he does it really good, escaping to the end of the level. In other games you don't see these either, for example Half-Life.
About your state_hunt, that might work, but I don't think it's easy to make. For example a enemy hits a wall on the left side of a opening and goes to the left, what should he do then when he hits the corner? Should he walk around the room, with a chance that he goes to another opening. Or maybe you can let him go the other way until he finds the opening, but what if there's no opening in that specific wall. And should he always keep walking into the players direction, because what if the players goes to another direction. You see there are a lot of problems, but if you can overcome this problems it might be a good state_hunt. The only way to find this out is to try it.

Iblis: off course your terrain-pathfinding won't work for A4, but I will be glad if the entity-pathfinding works for A4.


Re: Advanced AI for FPS with A4 templates #5223
08/20/01 02:11
08/20/01 02:11

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Well, any progress yet?

Re: Advanced AI for FPS with A4 templates #5224
09/01/01 04:02
09/01/01 04:02

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Just informing everyone that I will go to England for a week tomorrow morning. It's for school. I will go to Bath, close to Bristol and will be back friday morning. See you all later.

Re: Advanced AI for FPS with A4 templates #5225
09/10/01 00:59
09/10/01 00:59

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Still no news yet from anyone?

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