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Re: Advanced AI for FPS with A4 templates #5236
10/10/01 20:44
10/10/01 20:44

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Just keeping this post at the top. I quess it's false hope but you just never know.

Re: Advanced AI for FPS with A4 templates #5237
10/15/01 03:26
10/15/01 03:26

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Okey,
let's talk about AI a little:

(something like a restart of the post)
there are in the templates and in the free demos and games that are offered on the download page and in the acknex magazine and on different links and on sites of the A5 webring that one should combine to get new ways of behavier.

Especielly the Adept scripts are underestimated. Look at the npc_random_navigation or the scorpion's actions for example.

HOW to combine them - that is one of MY special interests.

This post did a good start with small modifications of the status quo of the given AI.

Let's try it with a little stupied modification of the actor_follow action. Instead of following, the actor runs around the player. If you replace the escape action with this and make him shoot at the same time (I don't know how to manage this, may be you have an idea) it won't be soooo stupied.

quote:
ACTION actor_run_around
{
while(1)
{
WAIT 1;
IF (MY._FORCE == 0)
{
MY._FORCE = 2;
}
IF (MY._MOVEMODE == 0)
{
MY._MOVEMODE = _MODE_WALKING;
}
IF (MY._WALKFRAMES == 0)
{
MY._WALKFRAMES = DEFAULT_WALK;
}
IF (MY._RUNFRAMES == 0)
{
MY._RUNFRAMES = DEFAULT_RUN;
}
IF (MY._WALKSOUND == 0)
{
MY._WALKSOUND = _SOUND_WALKER;
}
CALL anim_init;
// turn away from player
temp.X = MY.X - player.X;
temp.Y = MY.Y - player.Y;
temp.Z = 0;
TO_ANGLE MY_ANGLE,temp;
MY_ANGLE.pan -= 90;// This is the only thing I changed
MY_ANGLE.TILT = 0;
MY_ANGLE.ROLL = 0;


force = MY._FORCE * 6;
CALL actor_turn;
force = MY._FORCE * 2;
MY._MOVEMODE = _MODE_WALKING;
CALL actor_move;
MY._TYPE == _TYPE_ELEVATOR;
}
}
}


Just to give an AI discussion some stuff.

Achim


Re: Advanced AI for FPS with A4 templates #5238
10/15/01 03:46
10/15/01 03:46

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quote:
Originally posted by Stranded:
Can anyone code that the enemy stores the players last position and then walks towards it when he is in state_hunt?

A late second answer:

the code of the templates that I had quoted does exactly this: it stores the last position and the enemy walks towards it and if the player is still visible from that position the enemy attacks him again.

Your quotations of the code are an enigma to me too, but it works. Test it! Build a wall, place an enemy behind, go to him with the player until he recognizes him and run behind the wall!


Re: Advanced AI for FPS with A4 templates #5239
10/15/01 07:06
10/15/01 07:06
Joined: Aug 2001
Posts: 426
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Homey Offline
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Homey  Offline
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Joined: Aug 2001
Posts: 426
USA
Hello,

Try commenting out..
// MY.INVISIBLE = ON;

you will actually see the little arrow marker
, then function hunt_approach() uses this marker as a position to walk too...

A better way that i've been kickin around in my head, would be to leave a trail of player positions, think of it as a trail of bread crumbs...

Possibly have an array and store 10 POS locations in there, then have the NPC follow from POS to POS scanning for player, this would result in much more realistic movement since he's following the players exact walk directions...He'd never bump into walls again
, well unless the player did... =)

I first read about this on another game dev board, and it supposably works quite well..

If I get anywhere on it, I'll post it up...

Homey


Re: Advanced AI for FPS with A4 templates #5240
10/15/01 10:27
10/15/01 10:27

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Tell me if you think this is worth doing: When an enemy reaches a certain amount of help and it is forced to run away it will go and find the nearest enemy and alert him to find and attack you, kind of a 'rasing the alarm' code.

DaZ


Re: Advanced AI for FPS with A4 templates #5241
10/16/01 20:36
10/16/01 20:36

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thanks guys.

Re: Advanced AI for FPS with A4 templates #5242
10/17/01 02:54
10/17/01 02:54

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AL: I'll test it when I have time and I'll think about running and shooting at the same time.
Homey: That's a very good idea, I've thought about it myself one time, but didn't know how to code it. But if you can code it, then it should work perfectly. But it is a little unrealistic, but who cares about that.
CD: You should try making that, it's makes the AI much better. In Deus Ex they use alarm panels for that, works fine too.

Re: Advanced AI for FPS with A4 templates #5243
10/18/01 03:51
10/18/01 03:51

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The only thing your adjustment does is letting the enemie turn 90 degrees and then walk stupidly into the wall. Maybe you did something wrong or you forgot something? You wanted them to walk around the enemie, didn't you?

Re: Advanced AI for FPS with A4 templates #5244
10/22/01 04:46
10/22/01 04:46

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You are right, the only thing I did was to turn the actor_follow by 90 degrees. but I didn't say that I did more. Okey, this way it is useless to you, so I tried to combine it with the AI script from the Acknex Magazine. It didn't work.

The intention of my post was just to give ideas, not to give solutions. I thought that an enemy who runs around the player is less easy to shoot and a harder opponent.

This topic searchs for solutions, so I posted useless.

I beg your pardon!

Achim


Re: Advanced AI for FPS with A4 templates #5245
11/06/01 19:35
11/06/01 19:35

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Putting it at the top again.

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