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FPSC Classic Work In Progress / [FPSC - Standard] Airslide's FPSC AI REVIVED

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Airslide
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Location: California
Posted: 10th Jan 2008 02:54 Edited at: 10th Jan 2008 03:01
Airslide's FPSC AI Revived (sorta)

I've decided to re-release my FPSC AI with a few little expiremental goodies attached. It's been awhile since I've worked with them so no guarentees on everything working The general AI should work like a charm, provided you don't specificly try to trick it too much (XPLOSYS!).

Download attached, manditory screenshot in next post (just me shootin' a few guys with the tactical AI [if it can even really be called that])

EDIT: There's an installer in the zip, goes straight into FPSC.


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Airslide
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Posted: 10th Jan 2008 02:54
Screenie (not that it really shows scripts...I may post a vid soon)


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Zdrok
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Posted: 10th Jan 2008 02:59
I just downloaded it, will test later. Thanks, Airslide.

Failure to Cooperate
Coming to a PC near you.
TJR Games
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Posted: 10th Jan 2008 03:16
Where did u get that shotgun from? Let me guess... MP9's 870?

TJR GAMES RULES!!!

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AaronG
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Posted: 10th Jan 2008 04:01
Neato! Thanks!


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dfujis the rocker
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Posted: 10th Jan 2008 04:43
painted finger nails?
sorry, had to go for that
cool ai

famous last words: check this out
Airslide
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Posted: 10th Jan 2008 15:44
The shotgun is stock FPSC rigged to the MP6 Sporting 12 skeleton with modification. The hand texture is thanks to Locrian


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Defy
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Posted: 10th Jan 2008 15:51
Cool, thanks Airslide


"in videogames you try to get the best graphics with the least amount of processing." -Ingolme
Fuzz
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Posted: 10th Jan 2008 15:58
works like a charm

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Cyborg ART
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Posted: 10th Jan 2008 17:38
On the screenie it looks like regdolls

Johny English
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Posted: 10th Jan 2008 21:09
Quote: "On the screenie it looks like regdolls"

Yes I think it's aiko.

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Airslide
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Posted: 11th Jan 2008 00:48
Those bodies were from my dead body packs that I made awhile ago along with a milkshape tut on creating static dead bodies.


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Inspire
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Posted: 11th Jan 2008 00:57
I think you should make a video.

But these are sweet, some of the best (if not the very best) I've seen around here.

Airslide
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Posted: 11th Jan 2008 01:01
I might need to grab fraps, I'm having trouble finding a decent codec for camtasia...


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Corky
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Posted: 11th Jan 2008 01:02
What exactly does this do?

Airslide
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Posted: 11th Jan 2008 01:04


That question serious?

Well, if so - it's character AI.


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Corky
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Posted: 11th Jan 2008 01:06
Oh I see, downloading now. Im so dumb

Fruitless CRUNK
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Posted: 11th Jan 2008 01:51
How about a movie so us FPSCX10'er can see it.

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Keo C
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Posted: 11th Jan 2008 01:53
Can I use this in commercial, Airslide? It makes the AI somewhat smart.

The best things in life are edible.
Airslide
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Posted: 11th Jan 2008 03:59
Movie's comming! Give me awhile

Keo - Yea, you can use it commercially. Credit would be greatly appreciated.


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Airslide
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Posted: 11th Jan 2008 04:15
Video

7 Megs.


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Keo C
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Posted: 11th Jan 2008 04:23
Yep, I can do credit.

The best things in life are edible.
Gunn3r
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Posted: 11th Jan 2008 05:06
Well, I know for sure these will be in my games. I don't know if I can get them good enough for commercial, but I will try. And no matter what I do, you will be credited. Thanks for the cool scripts.

[url=http://gunn3rgames.zxq.net]
[/url]
CoffeeGrunt
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Posted: 11th Jan 2008 20:11
Nice one Airslide, thanks......

Does this use sub-scripting like the other AI scripts you released?

Oh yeh, how did you manage to release that dead people pack anyway? I thought stuff like that wasn't allowed to be released here?

Seth Black
FPSC Reloaded TGC Backer
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Posted: 11th Jan 2008 21:02
Airslide,

One word: Wow.

Greatly appreciated.


Widow 13 - Coming Spring 2008
Airslide
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Posted: 12th Jan 2008 01:28
Quote: "Does this use sub-scripting like the other AI scripts you released?"


This is pretty much those with a few fixes, so, yea.

Quote: "Oh yeh, how did you manage to release that dead people pack anyway? I thought stuff like that wasn't allowed to be released here?"


It was using a special FPSC-only installer I developed that requires you to have a valid install of FPSC (not just a registry entry, but FPSC itself) in order to install.

Quote: "One word: Wow."


Thanks


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CoffeeGrunt
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Posted: 12th Jan 2008 11:28
Quote: "It was using a special FPSC-only installer I developed that requires you to have a valid install of FPSC (not just a registry entry, but FPSC itself) in order to install."


Nice....

Shadow Blade
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Posted: 12th Jan 2008 11:57 Edited at: 12th Jan 2008 11:58
Downloading vid, nice Screenie BTW.

CoffeeGrunt
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Posted: 13th Jan 2008 15:19
@ Airslide

Could I have a copy of the afore-mentioned FPSC installer?

I need it for this thing i made and want to distribute.....

wizard of id
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Posted: 13th Jan 2008 20:40
Sweet air!!!! Pitty X9 only when are you going to migrate to X10 I hear the AI needs your help......

Pointless Assault video
http://w13.easy-share.com/1408971.html
Airslide
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Posted: 15th Jan 2008 01:23
I've already migrated, I decided to post this since I don't use it anymore. I was delighted to find that at least *some* of the AI for characters is still handled through scripts (even if it is just setting some basic DarkAI settings). This should give me the oppurtunity to make 'em look a little smarter (hopefully).

xplosys
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Posted: 15th Jan 2008 01:53
Airslide,

The vid looks great. I'll check this out as I work with Below and let you know how it works. I'll try not to "trick" it up too much. LOL

I've found, as I'm sure you have, that AI scripting often works differently or unexpectedly in different environments, especially when it's distance based. In the first demo, I placed the AI in very limited areas and it worked well, but you can't do that forever. When they have enough room, they're sure to get lost, stuck, or stupid.

Thanks for the scripts, and I'll get back to you as I start to use them.

Best.

Airslide
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Posted: 15th Jan 2008 02:37
I didn't forget you're the one who just had to prove you could trick it by going around it through corridors placed around a large room. Of course, if you had to go that far to find a problem with it, I guess I should feel good

Defy
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Posted: 3rd Feb 2008 02:41
@Airslide. How could I log off and forget to post here. I would like to thank you also, and wish you all the best with this and anything you do in the future. Thank you for a your hard work.

Have a good 1.
Airslide
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Posted: 3rd Feb 2008 04:49
Thanks

Anyways...I'm looking at the FPSC X10 scripts, DarkAI handles most of the stuff but I'm trying to see if there is anyway to squeeze in some of my own additions.

Silvester
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Posted: 3rd Feb 2008 08:38
You could try to make them find cover more when they have less health?

Anyway, these scripts are pretty neat.

Core Map 2 is released, Free edition and Commercial Edition available at the following link
See Topic
Molten Ice
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Posted: 17th Feb 2008 18:40
Hey, downloaded these scrips and they're amazing!! BUT, which script do I choose which follows a waypoint (and keeps following) until the player is seem and then shot at? I used general_waypoint BUT they just follow a waypoint till the end and shoot.... even if ur near the AI it wont shoot.... what exactly should I choose? Thanks!
Airslide
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Posted: 17th Feb 2008 18:48
Do you want them to just walk to the end of a waypoint and then shoot at the player? That would be waypoint_then_cover (or something like that - don't even remember now). In a test scenerio I made I had one guy with that script come out and start shooting at the player while 2 others using waypoint_then_take_cover came out and took cover behind sandbags.

I don't know why general_waypoint wasn't shooting, that's odd.

Pride
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Posted: 20th Mar 2008 21:54
Very nice AI, Airslide! It works like a charm, thanks.

BTW: Where might I find your dead body tut?

Thanks,
==MeZo

"I hope all of you go straight to heaven so I don't have to deal with you again in hell!"
--MeZoFoRtE
Molten Ice
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Posted: 21st Mar 2008 13:37
@Airslide
Right... lolz no I just want the bots to follow a 'loop' waypoint so they keep following the waypoint until the enemy is spotted.... so for example if 2 people's 'main' script was waypoint_general they would follow their waypoint loops and go back to following the waypoints if no enemy was found. But if they saw me EVEN if they haven't finished their waypoint path they both will still shoot me... anyway this can be done? Thanks!

@MeZoFoRtE
Here you go: http://forum.thegamecreators.com/?m=forum_view&t=94818&b=24

This tut plain ownz... its so simple to implement and it increases the speed of the game than killing the enemy instead... cheers Airslide!
FredP
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Posted: 21st Mar 2008 14:10 Edited at: 21st Mar 2008 14:12
I have your AI downloaded and at this point it is about the best blanket enemy AI available...as long as you follow the instructions.
You can't imagine how much aggravation I could have saved myself if I had just set always active to yes...no more enemies standing around waiting their turn to die...they all attack at once...
then I get shot...then I get mad...and I scream as I pull the trigg...um...
...anyways I have to tell you this is some good stuff.
Using this with the cameraspot script someone (Airslide) posted a while back you can be downright brutal and sadistic when placing enemies.

edit:
How rude of me!I forgot to say thanks...we all appreciate the contribution.

RIP Floating Skull unknown-2007 we will miss you in FPSC x10
Molten Ice
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Posted: 21st Mar 2008 14:43
@FredP
do you know where I can get the instruction file? I don't think I got one when I downloaded (or did I? :S)

Also, where is this always active located? do you mean the always active in the 'physics' section?

Finally, setting your always active on.... will my problem be fixed?

Thanks!
Airslide
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Posted: 22nd Mar 2008 00:08
Always active is vital to this AI in many ways - not only does it increase response but it also makes it far less likely that there will be an issue going from script to script (as my AI uses multiple script files instead of one big one). And yes, it is under physics.

Please let me know if it works - general_waypoint *should* do what you want.

Orrion Carn
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Posted: 22nd Mar 2008 00:35 Edited at: 22nd Mar 2008 00:37
Where did you get this gun (I've seen this gun before I just don't remember where it's from)?



Click here to see my showcase.

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Airslide
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Posted: 22nd Mar 2008 01:07
That's the mossberg shotgun rigged to model pack 6 hands by myself with Locrian's (I'm sure I must have just misspelled that...) hand texture.

Orrion Carn
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Posted: 22nd Mar 2008 07:57
Link please?

I really want a mossberg that has hands. Or was it never released? If that's the case, nevermind.



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Rampage
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Posted: 22nd Mar 2008 08:08
Thanks but 1 thing. Nothing in the license agreement said anything about commercial and non-commercial use...

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bobert
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Posted: 22nd Mar 2008 14:56
dude its his gun if you want one just wait for simon to release the mossburg

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Orrion Carn
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Posted: 22nd Mar 2008 18:36
Sorry.



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Airslide
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Posted: 22nd Mar 2008 19:27 Edited at: 22nd Mar 2008 19:28
Quote: "Thanks but 1 thing. Nothing in the license agreement said anything about commercial and non-commercial use..."


The license only limits you from distributing it in a form other than being included with an FPSC game. You cannot, for example, pass it on to friends (even modified) if it isn't included with a game.

So to clarify, yes, you may use it in commercial games. If you do I'd love to hear about it so drop me an e-mail.

EDIT: Orrion Carn - I never released the mossberg and probably won't, especially since it's simon's property and I can't distribute it legally anyways. All I did was rig it and add some new animations (since the sporting 12 didn't have a pump animation).

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