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FPSC Classic Product Chat / A more responsive AI?

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da2020
16
Years of Service
User Offline
Joined: 26th Dec 2009
Location: C:\\Program Files\\
Posted: 7th Apr 2011 13:32
Can the dark AI enemy be more responsive and aggressive towards the player? Well even nostalgic first person shooter games outshines the AI we have in FPSC now.I've tried to edit the AI-main with no avail and also EAI's DAI tutorial is like made for advanced scripters I mean each code that were explained is pretty confusing and will be a pain in the ass for an average FPSC users like me to even understand, so some of us here are pretty much left behind.So is there any explanations(or scripts) on how to make the enemy AI more responsive and aggressive? and BTW the cone angle in the character's property doesn't seem to work with Dark AI.

Thanks to anyone who can help
Wolf
18
Years of Service
User Offline
Joined: 8th Nov 2007
Location: Luxemburg
Posted: 7th Apr 2011 13:43
Truth be told: If you want good AI, there is no other way than learning how to script.

Quote: "I mean each code that were explained is pretty confusing and will be a pain in the ass for an average FPSC users like me to even understand, so some of us here are pretty much left behind"


Not to sound like a smartass here but FPI Scripting isn't even a "real" coding language...its not rocket science and there is no result without effort.

In my older games like the first Shavra and Deprivation, I simply made the enemies appear more agressive with shouting sound effects and a high firerate. Spawning them at the right time and on the right place will do too.



-Wolf

God Helps the Beast in Me!
Sting
15
Years of Service
User Offline
Joined: 18th Jan 2011
Location:
Posted: 7th Apr 2011 15:21
The scripting is a relatively basic concept. The 'coding' isn't put there to make it harder to develop games, it is there to add functionality and extensibility(word?). To save you thousands of lines of DBP code you simply script your own.

Best way to think of it.

Condition : Action.

If Condition is met, execute Action. You can have multiple conditions which have to be met before executing an action.

Defining 'states' are kinda like a flag to have multiple routes in the script. I would advise any newbie to the scripting to take a FULL day of JUST scripting in a simple 4x4 room and doing a bit of old fashioned 'Trial And Error'.
Payam
17
Years of Service
User Offline
Joined: 28th Mar 2009
Location:
Posted: 7th Apr 2011 18:36
I think a new system for having better AI can come to PFSC by using it's source.
In DBP we can make better AI so we can make a new action called NAI(New AI)and script a very good AI and use it as a new action.
So it can be like this when you use in FPSC:

;Artificial Intelligence Script

;Header

desc = New AI

:state=0:NAI

;End of Script


Then it just start the New AI and we will have a better AI.

Have our guns was a mistake!!!

I am PaYaM
Gencheff
16
Years of Service
User Offline
Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 7th Apr 2011 19:01
Sure..let's do that.It's child's play to do it,so why not...


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
Anigma
15
Years of Service
User Offline
Joined: 25th Mar 2011
Location:
Posted: 8th Apr 2011 16:11
Heh.. If you think FPSC scripts are confusing, go have a peek at some Unrealscript code sometime. Your eyeballs will jump out of your face and run for the door.

It took me a while to get my head around FPI scripts, but now that I've been playing with them I'm really starting to enjoy it and it's actually ridiculously easy. As others have said it boils down to:

If ":condition" is true, do ":action"

The suggestion of making a 4x4 room is solid. I would do that, put an enemy in it, then make a copy of the stock darkai main scripts and then start fiddling around. Also, have a look at Ched's excellent script reference - that thing has become my bible when it comes to this stuff. I literally keep it open on my computer while creating levels, it's become indispensible.

I was able to amp up the aggressive factor really easily by tweaking the scripts that came with Errant's MP53, namely just increasing the distance and chance of AI entities breaking cover to run at the enemy and attack. My AI team mates went from standing around watching me do most of the fighting to charging into battle, kicking baddies in the face before mowing them down in a hail of bullets. I LOL'd the first time one of them did that, I was like "OH SNAP!!".

Dark AI in the hands of someone like Errant who really knows how to script can do some pretty amazing stuff with just a few lines of code. I'm still learning how it all works myself, but I can tell you that the stock scripts that come with FPSC just don't do it justice, and shouldn't be used as a judge of how sophisticated DarkAI really is.
Flatlander
FPSC Tool Maker
19
Years of Service
User Offline
Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 8th Apr 2011 16:29
Hockeykid did a great job in finalizing Dark AI in v1.18. V1.17 does not have the capabilities that v1.18 does. There are a lot of commands that not so common right except through Ched's script reference.

BTW, for anybody interested. If you're not using my FPI EditPad, be sure and download and install it. It is very useful for scripting. and has all the commands at your fingertips. Use following link and scroll to bottom of FPSC download page. You'll see it.

http://www.thegamecreators.com/?m=view_product&id=2001&page=Files

To update to v1.18 condtions and actions follow the link. Then scroll down to the last post for the download by Pirate Myke. He uses this app all the time and was great to update the conditions and actions.

http://forum.thegamecreators.com/?m=forum_view&t=129738&b=23&p=9


Terry

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