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