Hockeykid,
Quote: " " My main concern is with the AI. Hockeykid made a good start, but most of the time they all just stand around looking lost for me, and the quality of AI in FPSC is behind even games made 12 years ago.
"
Thats why I added so much freedom. Clearly you've only experienced the default scripts that are included.
"
How or where can we experience anything else? Does anything else exist as an example?
I have made some tentative tests to replace my own original versions of standard AI with custom Dark AI.
I can see obviously that the system has some major benefits - mainly in the area of pathfinding and collision/object avoidance which the older system will never match, however by default or with some basic tweaking character AI of the classic variety can be tailored relatively easily to at least provide better Enemy behaviour than DarkAI out of the box and without resort to a serious investment in work/testing/knowledge base, given that one even has the knowledge available of how it exactly works and how to edit it "Effectively".
Given that the DAI system has seemingly much internal control which presumably cant be overidden via scripting even if the "Manual" was available to users, then I wonder how effective it could be made and if users do indeed have enough flexibility to make much difference to the results. Perhaps they do - if so perhaps there are some examples of it.
I dont know of any showing any quality in game play with advanced Character behaviours with it. So is it proven. I dont know. Nor without some kind of full in depth manual for all of its aspects then I dont know how one would work with it only by guesswork and trial and error hopeing to get a result. Not very appealing really to most users if they dont have oddles of free time just to play with AI notwithstanding all the rest of the things they need do when using FPSC to develop with which in many ways is very time consuming despite the concept of painting your game. Far from as easy as that it is.
I have one concern using Dark AI in the main if anyone can help and that is how does one lever control over the distance that an enemy will activate, stay activated and always hunt or attack the player from any distance the user requires? i.e. If I enter a level then I would like to have an enemy shoot immediately from across the other side of the level - A sniper for instance.
I dont seem to be able to get that to work using a basic DAI script which simply tells the enemy to attack the player instantly. There are no other contents to the script file.
My point being - Is it possible to overide the in built engine DAI system default range for enemies attacking and have them always remaining active instead of deciding to take a break and go to sleep at idle or decide they will take a stroll around and save their health by turning their back or attempting to hide somehwere even if when you dont have such instructions in your script. Seemingly they then default to their own internal instructions? which is not wanted either. Whats wanted is some more and varied scripts much like in Classic FPSC where users have many to choose from. Thus far FPSC does not have such a choice for users so they can only have the default one relatively decent though it is of course excepting the skating and sudden running movements at high speeds which is I know not what.
Perhps the answer to the Always Active range for enemies to "Perform" without stopping is already answered in which case I do applogise. If so I would be grateful if someone could point me in the right direction. It seems to me that the always active situation regarding entities is as has always been the case and that they cannot be always active in the way in which I refer (attacking) and - the engine by default sending them to sleep by default when it meets its own internal criteria?
I understand that there are range settings available in DAI but have not yet gotten them to overide the default for enemies attacking which always seems to come into play. As said I would like to have an enemy attack player from say 38 tiles away and continue attacking constantly until killed. Anyone know how that can be done?
If not then thanks and I will keep trying here.