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FPS Creator X10 / X10 AI doesn't work!

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Sgt_Burns
16
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Joined: 22nd Jan 2008
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Posted: 3rd Feb 2008 08:46
I guess this is kind of a complete. But Most of the AI Script options simply do not work. Do the makers of FPSC x10 view this forum or is there a better way to let them know?

The options that don't work are:

- If Hurt (but this might be a problem with the base AI in general - I tried find cover but he will just stand there and get shot, until he is dead)

- At Start (set to Patrol Area - still stands there and doesn't move)

- View Cone Angle ( It doesn't matter what this is set to as soon as you hit is view range he knows your there, so making it impossible to sneak up someone.

So from the above ones you can get the idea that "If see", "Max Range", "Can hear" ...etc not work either.

Pretty much all the AI does do is when you hit the View Range radius of the target it turns and shoots you. You can’t sneak up on him, they don't react when shot, they don't react when their mate drops dead right in front of them and even worse they can shoot straight through dynamic objects (like creates and the Hummer)

I think FPCS has great potential but this AI business is very disappointing.

In Space - No one will hear there screams.
Noob number 556
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Posted: 3rd Feb 2008 15:29
FPSC X9 was never renouned for it's AI. It looks like it's the same for X10

Don't even think about reading my posts...
Silent hippo
16
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Location: Where you least expect it
Posted: 3rd Feb 2008 17:44
Hey, maybe you should just try to make your own AI script if you feel like you can just put down DarkAI that quickly
Sgt_Burns
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Posted: 3rd Feb 2008 22:29
Its not that I'm flaming the DarkAI. I'm pointing out a bug, in the hope that someone will have a look at the problem and fix it. Clearly they wanted these options in the engine - otherwise they wouldn't have included them in the first place.

X9 didn't have these options, but it came with allot more scripts in the people folder (so I’ve seen in the tutorials anyway). X10 doesn't come with these scripts, just DarkAI. If forced I will try and make my own AI, but I have already looked and searched for any literature on AI coding for X10 with no success.

However, I think it’s a problem and needs to be fixed. I mean why put them in there if they don't work. I don't think TGC's meant to deceive us, it just a glitch. If there is a better why to let TGC know - let me know

If there are some actual instructions on X10 AI coding, let me know that too.

In Space - No one will hear there screams.
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Feb 2008 07:59 Edited at: 4th Feb 2008 08:11
Quote: "5.3.7 Description of the general FPI scripts
The FPI scripts that the default entities use in FPS Creator X10 have specific jobs
to do. A one line filename is not ideal for describing what they do. Some FPI
scripts link into an integrated component to handle character behaviours, called
DarkAI, which allows more complex logic for allies, enemies and neutral
characters which would be difficult to reproduce with FPI actions. In previous
versions of FPS Creator, this logic was performed by a series of FPI scripts for
character control. This behaviour is now controlled directly from the entity
properties panel as described above and the FPI scripts DARKINIT.FPI and
DARKAI.FPI. The purpose of this list is to explain them better, you can then
decide whether they would be suitable for your current entity or not."

...
Quote: "
Character AI
Thanks to the new DarkAI component, characters have an extended AI system
which controls their behaviour during the game. The four actions available in the
behaviour combos are:
NO ACTION
Performs no alternative action, and resorts to the characters natural reactions
based on the condition. This normally is to let the automated AI take charge. In
the case of friendly characters, this default setting will keep the ally stationary at
their start location until the player is within their range.
INSTANT ATTACK
Forces the character into an aggressive posture, where they will attack their
target immediately, ignoring what they where doing before. This action has no
influence on neutral characters.
FIND COVER
Forces enemy characters to immediately take cover at the nearest available
‘Enemy Safe Zone’ which can be found in the markers section. A marker is
available if no other character is using it. If there are no markers within range,
the character returns to its previous behaviour. This action has no influence on
friendly and neutral characters.
PATROL AREA
Instructs a character to begin scouting the local area for enemy targets, rather
than stand at their idle position. The pattern of their patrol is random. This action
has no influence on neutral characters.
"
....The Manual

It seems to work for me, especially when you use the right type character.
DarkAI is basically for the Enemies/Allies thingy the way I see it.
If you want special AI functions, then write your own script.

Quote: "I think FPCS has great potential but this AI business is very disappointing."

What is disappointing about an easy to use scripting language that gives you the flexibility to customize behavior?
Allies is finally working (and quite well I might ad), so DarkAI is a good thing for me not a disappointment.
Don't give up on it. It takes a few trys to figure it out, but then you'll be happy.

Quote: "The DarkAI.FPI and DarkINIT.FPI scripts are used for the absolute control of ingame
characters. These scripts link directly into the internal AI system driven by
the DarkAI module which is part of the engine. You do not need to modify these
scripts as they have been specially designed to perform all the actions the
character requires for neutral, enemy and friend behaviour as described
elsewhere in the manual. If you do not want your enemy character to perform an
initial spawn animation when they see the player, replace the DarkINIT.FPI with
the APPEAR1.FPI, replacing the introduction of the character with simple
appearance logic."
...The Manual

Don't forget to visit Conjured Entertainment

Sgt_Burns
16
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Joined: 22nd Jan 2008
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Posted: 4th Feb 2008 09:56
Ok? If it works for you - fantastic

I want to be able to sneak up on my bad guy and stab in the back. But if he turns around, he will see and shot me. This is no doubt done with the "View Cone Angle". How did you get it to work?

In Space - No one will hear there screams.
Uthink
18
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Joined: 30th Sep 2006
Location: State of Confusion
Posted: 4th Feb 2008 15:07
Don't players also hear you when you're coming?

"I'm trying to find new ways to make this game more attractive." - Dennis Rodman
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Feb 2008 19:00 Edited at: 4th Feb 2008 19:13
Quote: "Don't players also hear you when you're coming?"

Yes they can.

Quote: "I want to be able to sneak up on my bad guy and stab in the back. But if he turns around, he will see and shot me. This is no doubt done with the "View Cone Angle". How did you get it to work?"

Dude all I did was ...

1) place a Cyblob in the map ( I chose a shotgun "pretty soon, everybody's got one" )

2) adjust his attack ranges

3) set the AI in his properties

I thought that changing the initialization script would have a negative effect, but it didn't.
It worked fine with the appear1.fpi and the darkinit.fpi

Here are some screen shots of how I set up his ranges....
They may seem close, but how you expect to sneak up on max ranges?

Don't forget to visit Conjured Entertainment

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shadow651
17
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Joined: 15th Apr 2007
Location: kicking it with my hommie darth V
Posted: 4th Feb 2008 19:01
it doesn't work for my allies haven't tried it on enemy yet though

[
Conjured Entertainment
AGK Developer
19
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Joined: 12th Sep 2005
Location: Nirvana
Posted: 4th Feb 2008 19:01 Edited at: 4th Feb 2008 19:16
Here is the screenie of his properties...

The X10 AI works fine on this end.

Don't forget to visit Conjured Entertainment

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Sgt_Burns
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Joined: 22nd Jan 2008
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Posted: 5th Feb 2008 09:39
I'm sorry Conjured Entertainment, but I fail to see where you addressed any of my original issues.

Don't get me wrong, I appreciate the effort with the screen shots and all. But it only enforces my point. From the scene you have created, from the player start you can just shot them in the back and they will do nothing. It could take 10 shots and they wouldn't care, because the "if hurt" doesn't work (original point).

You set your scene up that way because the "View Cone Angle" doesn't work (original point). Let’s take this screenshot.



As defined my FPSC the View Cone Angle - Describes the entities field of view from it eyes. So I set the View Cone Angle to 90 and just to be sure I set the character Can Hear to NO. Before I do anything he turns around and shoots me. This to me is a problem!

If there is something I am missing, or a setting which I could be doing wrong. Let me know, I will be more than happy to be wrong.

In Space - No one will hear there screams.
RickV
TGC Development Director
24
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 6th Feb 2008 10:56
There are still aspects of the AI that I'm not happy about. We WILL be dealing with AI again and you'll get FREE updates!

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 7th Feb 2008 02:27
What's funny is that if I recall it is perfectly possible to sneak up on an AI unit when working with DarkAI in Dark Basic Pro....I guess Lee didn't put something in right.

Sgt_Burns
16
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Joined: 22nd Jan 2008
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Posted: 7th Feb 2008 06:43
Cool, thx RickV!

Just needed to know I'm not going crazy and good to see you guys will be still be working on the AI.

Just an idea but maybe X10 needs a sticky thread for bugs. X10 is pretty new, I'm sure some bugs got past you guys. They always do.

Again, thx for the response

In Space - No one will hear there screams.

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