My Squad AI Thing
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Too bad it needs waypoints. But that's ok.
I implemented your throw grenade code to the ogre, where he will fire a grenade if the player is not visible. I created a function called OgreFireGrenade_2() to make he fire the grenade at the appropriate height.
I implemented your throw grenade code to the ogre, where he will fire a grenade if the player is not visible. I created a function called OgreFireGrenade_2() to make he fire the grenade at the appropriate height.
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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
Orion wrote:Too bad it needs waypoints. But that's ok.
I implemented your throw grenade code to the ogre, where he will fire a grenade if the player is not visible. I created a function called OgreFireGrenade_2() to make he fire the grenade at the appropriate height.
Sure, it needs waypoints, but they're autolinking so that saves a lot of time. It only takes five minutes or so to waypoint a map with the waypoint mod I have.
Cool idea on using the grenade code for the ogre. I feel a bit cheeky with the gren code, since it kinda cheats by working out a z velocity rather than an angle to fire at, so the ground speed is always the same, but it's good enough ingame, even if it wouldn't work for a bot.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
The AI is pretty solid. You can only do the whole whack-a-mole thing so many times behind a crate before they 'nade your ass or just plain overrun you.
Mauve, you should add friendlies too. And if you add in health regen, a third person over the shoulder camera and a cover system and... wait, I see what I did there.
A challenger appears!
Don't ask me why it looks so bad. I'll just lie and tell you I was going for that, low-poly look.
Mauve, you should add friendlies too. And if you add in health regen, a third person over the shoulder camera and a cover system and... wait, I see what I did there.
Orion wrote:Would be nice if I could convert HL grunt model.
A challenger appears!
Don't ask me why it looks so bad. I'll just lie and tell you I was going for that, low-poly look.
- worldspawn
- Posts: 27
- Joined: Tue Dec 02, 2008 11:44 pm
worldspawn wrote:The AI is pretty solid. You can only do the whole whack-a-mole thing so many times behind a crate before they 'nade your ass or just plain overrun you.
True, I only have about a 25% survival rate on that map, and there are only seven enemies.
It's quite fun to play with God mode on, just to watch how they find new firing lines, communicate etc, without having to worry about surviving.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
It seems like I killed everyone, and then there was nothing left to do so I jumped into the lava... I wonder if it loaded as it should, I didn't see much tactical behavior, they mostly ran into my crosshair...
/me runs it again
/me runs it again
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Urre wrote:It seems like I killed everyone, and then there was nothing left to do so I jumped into the lava... I wonder if it loaded as it should, I didn't see much tactical behavior, they mostly ran into my crosshair...
/me runs it again
Urre, your just that damn good you never gave them a chance.
Working on Solitude
- SamUK
- Posts: 101
- Joined: Wed Dec 17, 2008 6:47 pm
- Location: United Kingdom
Urre wrote:Did you have reloading? I haven't played Ace of Nails...
Several of the weapons did, yes. The idea was that all the weapons were appropriate to fire infinitely, but most had to be reloaded or had lower refire rates or damage so they weren't overpowered.
Still gotta play this mod. I love the idea of a bunch of enemies outsmarting and outflanking me.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
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- Location: Middle 'o the desert, USA
Urre wrote:It seems like I killed everyone, and then there was nothing left to do so I jumped into the lava... I wonder if it loaded as it should, I didn't see much tactical behavior, they mostly ran into my crosshair...
/me runs it again
Bear in mind this is an early release. They currently only check if they're in the player's crosshair when they finish a firing burst. Perhaps they should check more often.
The tactical behavior is tricky to see if you kill them all off straight away
I guess I need to work on their defensive AI a bit more.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
Yeah you know I quickly realised that somewhere along the line I got pretty effective at eliminating Half-Life kind of AI, which these poor fellows resemble a lot, so they got wiped out pretty quickly. While impressive, I would've wanted to see them learn from seeing a squadmate getting mowed down and play a bit more defensively instead, like waiting behind the corner for me to pop out, guns ready. That's what I do anyway, wait around the corner, out pops a head and splat, headshot.
I was once a Quake modder
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Urre - Posts: 1109
- Joined: Fri Nov 05, 2004 2:36 am
- Location: Moon
Urre wrote: I would've wanted to see them learn from seeing a squadmate getting mowed down and play a bit more defensively instead, like waiting behind the corner for me to pop out, guns ready.
They do mark waypoints where recent deaths occured as dangerous, but if that's the only path to the player they'll use it anyway, thanks to good old A*.
I'm vaguely tempted to use these guys as a testbed for genetic algorithms.
Apathy Now!
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MauveBib - Posts: 634
- Joined: Thu Nov 04, 2004 1:22 am
A couple of days ago, I loaded this up on my desktop and still found my ass being kicked. Damn machine gun.
But I still liked the AI. A lot ..
But I still liked the AI. A lot ..
The night is young. How else can I annoy the world before sunsrise?
Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
MauveBib wrote:They do mark waypoints where recent deaths occured as dangerous, but if that's the only path to the player they'll use it anyway, thanks to good old A*.
I meant adding camping behavior to them, when appropriate.
I was once a Quake modder
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Urre - Posts: 1109
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