Ambiera ForumDiscussions, Help and Support. |
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Because built in AI kinda sucks and i have no real control over it then i have made some my own AI scripts and tests that i want to share (maybe they can help you or give you ideas who knows): You can download them from here: https://drive.google.com/file/d/... |
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@sven Great thank you very much |
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hey sven! thanks for the AI examples. I still need to look them over more, which I will probably do tonight, but I noticed in the txt file for the soldier that you said you didn't have any better animated models, so I figured I would send you one. https://ufile.io/k4xppqwr this is an animated soldier from FPS Creator. the file format is Milkshape 3D. may be of some use to you. cheers. |
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These are a vast improvement, I especially like the pathfinding with the goblin a.i. Would it be difficult to add the pathfinding to the 'soldier x' code, or the action on attack to the goblin? Great work sven. |
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Thanks monika_5 This is nice soldier model and can be useful. rigsby Thanks This is not real pathfinder.. it will just randomly pick a point you have added to the map and if he sees it ( not behind the wall) then he moves to it..then picks next target. Its easy to extend my AI scripts.. If i have time in this week i can modify scripts as you need. |
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I was using an earlier version of your goblin ai without the random patrol, so i'm very grateful you have shared it here. |
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wrote: I was using an earlier version of your goblin ai without the random patrol, so i'm very grateful you have shared it here. I added option to set action on attack for GoblinAI: https://drive.google.com/file/d/... |
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Now you can set AI route manually so its not random. You have 3 options: AI will stand still. AI will roam around map randomly. AI will follow path you give to it. (read info.txt and look info.bmp files for more info) https://drive.google.com/file/d/... To make checkpoints invisible in game but visible in editor use this edited script for checkpoints:
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Hi sven, these are impressive scripts, without them I wouldn't have been able to have workable enemies in my project. I'm having the odd occasion where an enemy gets stuck in a loop on patrol, and won't come out of it until the ai spots the player, but I suspect it's the animated model I'm using. Thanks again sven, you've been a great help. More users on here should check these out, especially if you want your enemies to function properly. |
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Thanks.. wrote: I'm having the odd occasion where an enemy gets stuck in a loop on patrol, and won't come out of it until the ai spots the player, but I suspect it's the animated model I'm using. You can try to edit this value in script (at 2 places for PATROL and ROUTE).. (AItest9.js) //AI checki is distance less than 10 from checkpoint before getting new target.. (sometimes if its not flat area or you entered checkpoint too close to the ground -it may happen that distance will never be less than 10.. (also if your AI model has different scale than the model i used you may need to change these values) IF error still occurs then let me know and i try to fix it. //first edit if (distanceR <=10) //TRY VALUE 15 INSTEAD OF 10 { this.CPtarget =0;//vali uus random } //second edit if (AdistanceR <=10) //TRY VALUE 15 INSTEAD OF 10 { this.Counter +=1; if (res[this.Counter]=="END")//GO TO FIRST { |
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Hi sven, I made the two changes you suggested and the model didn't move at all when set to 15, or any other number other than 10. But your goblin creature, and the coppercube stock characters, all walk around the map without a glitch. I think you are right about the scale. I'll re-export my model from 3ds and try to match standard scale and see if that fixes it. Thanks. |
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