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My Squad AI Thing

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Postby Orion » Thu Feb 05, 2009 8:23 pm

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.
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Postby MauveBib » Thu Feb 05, 2009 10:01 pm

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.
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Postby worldspawn » Fri Feb 06, 2009 4:57 pm

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. :D



Orion wrote:Would be nice if I could convert HL grunt model.


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Don't ask me why it looks so bad. I'll just lie and tell you I was going for that, low-poly look.
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Postby Orion » Fri Feb 06, 2009 5:03 pm

Worldspawn, if possible, can you pm me your HL grunt models, either the shotgun and machinegun ones? I don't care if they're the low poly version. :)
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Postby Urre » Fri Feb 06, 2009 7:44 pm

Wazat wrote:In Ace of Nails people gave me such heck for the unlimited ammo thing... ;)


Did you have reloading? I haven't played Ace of Nails... :(
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Postby MauveBib » Fri Feb 06, 2009 9:07 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.
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Postby Urre » Fri Feb 06, 2009 9:52 pm

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
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Postby SamUK » Fri Feb 06, 2009 11:46 pm

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. :P
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Postby xaGe » Fri Feb 06, 2009 11:48 pm

God mode is fun.. So is impulse 9! You get 2 weapon models on screen at once.. :D
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Postby Wazat » Sat Feb 07, 2009 1:20 am

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. :D
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Postby MauveBib » Sat Feb 07, 2009 2:14 am

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 :) Try god mode and don't kill them, hide and watch how they find you, attacking from different directions etc.

I guess I need to work on their defensive AI a bit more.
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Postby Urre » Sat Feb 07, 2009 10:56 pm

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.
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Postby MauveBib » Sun Feb 08, 2009 1:02 am

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.
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Postby Baker » Sun Feb 08, 2009 7:37 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 ..
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Postby Urre » Sun Feb 08, 2009 10:39 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.
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