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FPSC Classic Scripts / Ally and Enemy AI Upgrade

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Gamer X
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Posted: 27th May 2009 00:43 Edited at: 3rd Aug 2009 23:06
As it says this is the thread I am going to use for the AI upgrade. I have been hard at work with some features for the AI and still working bugs out. This is also going to be known as Ally Script V9.

I will try to post video links as well as descriptions for any major features that I finish in the new set of AI. Until then here is the link for Allies and Enemies Advance video.

Allies and Enemies Advance
http://www.youtube.com/watch?v=VNAhfz8KXn0
Allies and Enemies Advance | Cover System
http://www.youtube.com/watch?v=0qAuxah2J6E
Allies and Enemies ADVANCE | Target Clean-up
http://www.youtube.com/watch?v=BZQO_qusAhg
Allies and Enemies ADVANCE | Auto-Fire
http://www.youtube.com/watch?v=n7U7tt6z99o
Allies and Enemies ADVANCE | Next to Finale Product
http://www.youtube.com/watch?v=l55bjSFZ44M

Allies and Enemies ADVANCE | Finale
http://www.youtube.com/watch?v=c36UT9HiWjo

This first video contains the basic assets for allies and enemies.
Allies
=======
follow player
switch to waypoints
fire upon enemies
switch between two enemies
detect dead enemies
back door controls in case of glitchs

Enemies
=======
Detect Player and ally
Switch fire between player and ally

The second video contains:
Allies
======
cover system

Enemies
========
cover system

The third video contains:
Allies
======
better target detection.

The Fourth
Allies
======
Auto-fire

Enemies
========
distance waiting.

IF YOU ARE HAVING TROUBLES WITH SETTING UP THE ALLIES
try this set-up

ALLY
name: ally
main: allymainX.fpi
shoot: allyshootXnocover.fpi (two handed guns[ex. assult rifle]) or allyshootcloseXnocover.fpi (one handed guns [ex. colt .45] and sub machineguns [ex. mp40])

ENEMY
name: AI or AIB
main: paceX.fpi
destroy: AI Upgrade/other/leavecorpse.fpi
shoot: shootXnocover.fpi (two handed guns [ex. assult rifle]) or shootcloseXnocover.fpi (one handed guns [ex. colt .45] and sub machineguns [ex. mp40])

DOWNLOAD: http://files.filefront.com/AI+Upgradezip/;13877961;/fileinfo.html

DOWNLOAD2: http://forum.crazymonkeygamers.net84.net/download/file.php?id=2


Crusader2
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Posted: 27th May 2009 01:36
...

Wow Gamer X, this is amazing. I can't wait for this to come out!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Bugsy
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Posted: 27th May 2009 03:27
Oh, my god... Its like a part of me has died, then another part has been reborn
The Aaron
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Posted: 27th May 2009 12:43
Quote: "Its like a part of me has died, then another part has been reborn "

lol...
looks great Gamer X

Download Failed...
D0MINIK
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Posted: 27th May 2009 12:46
Agreed!
It looks very good!

Will AI characters be able to hurt each other?
Gamer X
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Posted: 27th May 2009 16:35
Quote: "Will AI characters be able to hurt each other?"


yes they will hurt each other and one will kill the other.


Seth Black
FPSC Reloaded TGC Backer
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Posted: 27th May 2009 18:25
...wow. Ally Script V9 looks like it'll be a big hit.

Fine job on this, Gamer X.

Bugsy
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Posted: 27th May 2009 20:39
do you know about when you will release them?
Gamer X
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Posted: 27th May 2009 22:00
Quote: "do you know about when you will release them? "


Not real sure when I will release them. There are many tests I have to perform and features I have to add.


Wolf
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Posted: 27th May 2009 22:03 Edited at: 27th May 2009 22:04
Awesome/Faboulus/Great/Cool/super/fantastic

and all the other words that explain THIS

Can`t wait to get my hands on this, when and where will it be available?

Edit: Haven`t red your last post, sorry

DarkFrost
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Posted: 27th May 2009 22:04
Looking good im looking forward to testing these out.

Gamer X
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Posted: 28th May 2009 01:20
well I am glad that everyone is enjoying what is being showed in the video.

I am making a short video for the next upgrade that I made to the allies that will eventually make its way to the enemy AI. This new upgrade gives the ally the ability to move to cover and reload. It also allows him to switch between two flanking positions left and right. the player also has influence on the ally's flanking position if they want to direct the ally to a better flanking area.


DarkFrost
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Posted: 28th May 2009 01:57
My my sounds nice. How will the ally be influenced by the player? Will there be a button pressed, or will scripting let it know what to do?

Gamer X
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Posted: 28th May 2009 04:28
Quote: "How will the ally be influenced by the player? Will there be a button pressed, or will scripting let it know what to do?"


very good question, the original idea was to allow the ally to switch when it needed too and if the player needs him to be placed on the left or right, the player presses a button and the ally moves there.

I have a poll put up on my website for this matter though. this way I have your guys' opinion on this subject.

Go to http://crazymonkeygamers.net84.net/ and the bottom most poll is the one for this subject. The other poll is just a decision for the site to add another page.


Bibo4PC
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Posted: 28th May 2009 21:51
that's amazing
how did u make him detect dead enemies? am dying to find an answer to that..


~Level my Dragon~[/url]
Best Wishes..
DarkFrost
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Posted: 28th May 2009 21:53
Oh i see k thx for letting me know.

Gamer X
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Posted: 29th May 2009 04:19
First off, I have now uploaded a video to youtube showing the cover system. This system is currently in a development stage, but it looks pretty good.

Now let me answer questions.

Quote: "how did u make him detect dead enemies?"


I set up a global variable in the destroy script and the allies shoot script checks the matching variables and returns to the main AI script.


Hockeykid
DBPro Tool Maker
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Posted: 29th May 2009 04:37
Quote: "I set up a global variable in the destroy script and the allies shoot script checks the matching variables and returns to the main AI script."


Thats exactly how I did mine.

Bibo4PC
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Posted: 29th May 2009 09:48
but wut if the ally is shooting an enemey and the player is shooting another, if the player kills his enemy first won't the ally stop shooting?

but it's better than nothing TY


~Level my Dragon~[/url]
Best Wishes..
Bibo4PC
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Posted: 29th May 2009 09:52
one more thing plz I don't know if covered this or not, in old ally scripts whenever I commanded the ally to shoot enemies it fires even if there's no enemies around
if u did then how?
TY


~Level my Dragon~[/url]
Best Wishes..
Gamer X
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Posted: 29th May 2009 15:55
Quote: "but wut if the ally is shooting an enemy and the player is shooting another, if the player kills his enemy first won't the ally stop shooting?"


yes, he would stop shooting, but as an awesome part of the script, he will be hit by the enemy causing him to fire upon the enemy again. I am trying to loop hole a lot of the problem areas.
Quote: "
one more thing plz I don't know if covered this or not, in old ally scripts whenever I commanded the ally to shoot enemies it fires even if there's no enemies around
if u did then how?"


I haven't really messed with that problem yet, but as I type, I am forming a good solution to it and will start working on it.


Bibo4PC
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Posted: 29th May 2009 17:16
gud luck with it solve it and this should be the official Ally Script for X9


~Level my Dragon~[/url]
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Gamer X
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Posted: 29th May 2009 17:38 Edited at: 29th May 2009 17:40
Long time problem solved in less then thirty minutes.

Uploaded short video showing off the solution and shows the auto detect.

A fast note, when I put back-door keys I met the keys that control the ally to engage an enemy, move forward, retreat, and crouch.


Conjured Entertainment
AGK Developer
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Posted: 29th May 2009 18:29
Well done Gamer X.

Quote: "this should be the official Ally Script for X9"

Yes, this is very nice indeed.
I hope we will be allowed to modify it to suit our needs.
An ally script has been on my to-do list for a long time now, but I never got around to it because I haven't needed it yet.
This script would save me a lot of work for 'Battle of the Dead'. (tamed/trained zombie army fighting other zombies)
I am looking forward to this release.

Plystire
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Posted: 29th May 2009 22:40
The video looks great. The waypoint system for the ally was indeed a nice touch, but I can't help but wonder how well it will work when the entire level is meshed with waypoints. Does the AI know which direction on the waypoints to walk in order to continue following the player?


The one and only,


Gamer X
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Posted: 30th May 2009 03:28
I removed the poll and here are the results:

Player has to press one button and ally randomly chooses left or right:

2 votes

No buttons
2 votes

Combination of the above answers
2 votes

Player has to press two individual buttons
1 vote

====================================================
Just because of the three way tie I will just form three - four separate scripts.
================================================================
Quote: "Does the AI know which direction on the waypoints to walk in order to continue following the player?"


That is a very good question although I didn't extensively test it like that. in the video there was only one planned out waypoint setup. I was originally going to use the waypoint system to have the ally to freely roam an area when I didn't need him, but I notice when making the video that it could be used for good strategy in attacking enemies.


Bibo4PC
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Posted: 30th May 2009 22:21
congratulations amazing
but can u give some details on how u did it? what are back-door keys?


~Level my Dragon~[/url]
Best Wishes..
Gamer X
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Posted: 30th May 2009 22:40
Quote: "can u give some details on how u did it?"


Details an what?

Quote: "what are back-door keys?"


With the considerable upgrade in the scripts The old command in-puts have became back doors in order to initiate the commands such as engage an enemy and such.


Gamer X
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Posted: 31st May 2009 06:49


I have accomplished something that all of you have requested over and over and over. I also added a little bit more.

the enemies now wait until you are a certain distance away from them before they attack and the ally will now automatically fire upon the enemy without command and then continue following player after enemies are eliminated.


Bibo4PC
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Posted: 31st May 2009 11:43
Quote: "Details an what?"

details on how u made him detect that there's no enemies around

Quote: "the ally will now automatically fire upon the enemy without command and then continue following player after enemies are eliminated"

no comment the only thing I can say..

when are you releasing it


~Level my Dragon~[/url]
Best Wishes..
Gamer X
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Posted: 31st May 2009 17:16
Quote: "details on how u made him detect that there's no enemies around"


I set a global variable to be increased by 1 in the enemies main AI. This way the ally will know how many enemies there are. every time when an enemy is defeated he lowers that same variable by 1 and when they are all dead the variable will read 0 and the ally will not attack anymore.

That is how I did and I am going to edit it a little bit. to solve problems that may happen.

Quote: "no comment the only thing I can say.."


I figure that is the most anyone could say.

Quote: "when are you releasing it "


hard to tell. I still have to test it with the variety of weapon types (excluding melee) and make scripts for those specific types. After that I have to go through the exact same process with the enemy scripts. After all that I have to make a variety of AI main scripts.

It sounds like a lot, but I can assure you that once the main scripts are done the rest will be a breeze to go through and change.


Bibo4PC
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Posted: 31st May 2009 18:37
Quote: "I set a global variable to be increased by 1 in the enemies main AI. This way the ally will know how many enemies there are. every time when an enemy is defeated he lowers that same variable by 1 and when they are all dead the variable will read 0 and the ally will not attack anymore.

That is how I did and I am going to edit it a little bit. to solve problems that may happen."


but wut if there are enemies but not in the scene it will still shoot air right?

n good luck with the rest


~Level my Dragon~[/url]
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Gamer X
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Posted: 31st May 2009 21:13
Quote: "wut if there are enemies but not in the scene it will still shoot air right?"


That is way i am going to mess around with it to prevent that from happening.


Bibo4PC
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Posted: 31st May 2009 22:55 Edited at: 31st May 2009 22:56
good luck
really hope it gets solved


~Level my Dragon~[/url]
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Gamer X
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Posted: 1st Jun 2009 01:01
I uploaded a next to final product video. The video shows what the scripts will pretty much do. The characters use modified shoot scripts that eliminated the cover ability. This video though is to show how the ally will react to killing one enemy while somewhere else there is another that has not became a threat.


Bibo4PC
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Posted: 1st Jun 2009 07:20
so far sooo good


~Level my Dragon~[/url]
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Gamer X
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Posted: 2nd Jun 2009 07:37
Hello everyone

I been working making sure that everything works correctly and got to thinking.

Now before I say it I will like your opinion on it. I do not do much of this but I think it will be a neat thing to do.

here it is:
I was wanting to make a flashy video showing all the features in this improved AI set-up and all I want is your guys opinion on weather or not I should do it.


Conjured Entertainment
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Posted: 2nd Jun 2009 09:54 Edited at: 2nd Jun 2009 09:57
Quote: "I was wanting to make a flashy video showing all the features in this improved AI set-up and all I want is your guys opinion on weather or not I should do it."

Sure, sounds good to me.
Why not?
Go for it!

Bibo4PC
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Posted: 2nd Jun 2009 20:39
sure why not


~Level my Dragon~[/url]
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Plystire
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Posted: 4th Jun 2009 08:56
I'd like to hear a reason for NOT making one. Oh wait.... there isn't one.

Go for it!


The one and only,


Gamer X
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Posted: 5th Jun 2009 01:22
alright I will finish my work with the scripts and get that video made.

and because I recall this by Conjured Entertainment;

Quote: "How about a peek at the script?"


here is your peek into the script:



and that is all the code you get until final released.


Crusader2
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Posted: 5th Jun 2009 02:27
And I'm gonna totally steal your sneak peak and finish it and release it and call it mine. Haha.

Looks good Gamer X. Can't wait!

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Cyborg ART
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Posted: 5th Jun 2009 11:13
Looks awesome! Good work!

Quote: "And I'm gonna totally steal your sneak peak and finish it and release it and call it mine. Haha."


Not if I do it first:



Crusader2
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Posted: 5th Jun 2009 15:32
DANG YOU CYBORG ART!!!!

But mine is better. It WORKS!



Some people say that I'm crazy... And I agree.
USE PLY'S MOD!
Bugsy
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Posted: 5th Jun 2009 17:45
the best one yet...

Gamer X
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Posted: 9th Jun 2009 08:29
I have some good news and bad news. I will start off with the bad news. the bad news is that this post doesn't contain the new scripts

The good news is that unless something goes horribly wrong tomorrow, I will have both the scripts and final video up.

On the other side of the text... I am glad that you guys had fun with the peek I gave you.


Bugsy
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Posted: 9th Jun 2009 18:04
ya, i've been selling it to n00bs as the best, smartest, call of duty style enemy script that makes the game 100x better when u give it to your enemies. it's 5.00 for the script
Gamer X
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Posted: 9th Jun 2009 21:06
The last video is uploaded and the scripts are ready for download.
CHECK FIRST POST

Note: you need to be sure to place the folder into the scriptbank so that there is the AI Upgrade folder and then all the sub-folders in that folder.

If any of you find bugs in the scripts you can post them here or e-mail them to me.

I think I forgot this in the script download so here.

Enemies need the main, shoot, and destroy scripts. The allies need just the main and shoot scripts. There is a list of the scripts and the areas they belong in the download


Enjoy the new scripts


DarkFrost
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Posted: 9th Jun 2009 23:00
lol i got first download XD Anyways they work pretty nice, could be better but hey its free

[img][/img]
Crusader2
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Posted: 10th Jun 2009 01:16
Awesome work GamerX! I'll test em out and report back when I get the time.

Some people say that I'm crazy... And I agree.
USE PLY'S MOD!

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