
Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Mar 17, 2012 02:29 PM
Msg. 1 of 11
Is there any Sapien tutorial that explains all that ...things... or a tutorial for working on AI intelligence? I couldn't find anything on my own.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 17, 2012 02:32 PM
Msg. 2 of 11
There isn't, but I'd be happy to explain things you may be unsure about.
There are some tutorials out there but they are pretty basic.
http://vimeo.com/12915248
That is a video I made awhile ago that explains the basics of adding AI and scripting the startup of a level. Edited by Higuy on Mar 17, 2012 at 02:33 PM
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Mar 17, 2012 02:46 PM
Msg. 3 of 11
I know the basics of putting AIs and making them walk, but so basic stuff is no fun :(
If you can explain me some things, I will gladly accept your help
As always I'm trying to make AIs somewhat smart, so playing with them can be way more fun.
What I want to know is: -making AIs respawn in their base, when over 50% of them is respawned follow a path to enemy base and start shooting enemy units, when enemy base is clear roam around it
-making AIs with custom weapons (as in I make some weapon and I want to make new AI with some new/modified weapon, I have tried it many times but failed don't know why :()
-making AIs walk around a place to guard it (which I actually somewhat know, but making them smarter would be better)
-making AIs like spartans walk&shoot, so they aren't stupid and just randomly walk to a place (giving easy kill) and then shooting
-modifying vehicles (for example I want a warthog have less weight, and when I change it I want to save it as a new vehicle, but I also fail on it)
I know I want a lot, but I want to learn it actually so I can make more than one map.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Mar 17, 2012 03:01 PM
Msg. 4 of 11
Thanks Waffles,
Is there any way to avoid missing a reference?
Also, I have placed a modified(saved as new one) vehicle on my map, but it doesn't spawn lol
@edit What's "initial state" and "return state"? I have always been setting them the same, without knowing what they are. Edited by Smok Niszczyciel on Mar 17, 2012 at 03:02 PM
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 17, 2012 03:03 PM
Msg. 5 of 11
Quote: --- Original message by: Smok Niszczyciel -making AIs respawn in their base, when over 50% of them is respawned follow a path to enemy base and start shooting enemy units, when enemy base is clear roam around it
Well... Theres a few ways to go about this. You could make a script command to spawn them (and respawn them), or simply use the "respawn" count in the squad properties. You'll also need a continous script that checks for the amount of AI in a squad or encounter and thus says whether or not spawn them. You'd also need another countinous script that checks whether or not 50% is spawned, if if there is, thus wakes a dormant script that makes them assault the enemy base. You can make them assualt with a command list that uses a "wait until told to advance" command (in your dormant script, tell them to advance). Once the enemy's ai = 0, you can just place firing postions and they'll wonder around that area. Quote: --- Original message by: Smok Niszczyciel -making AIs with custom weapons (as in I make some weapon and I want to make new AI with some new/modified weapon, I have tried it many times but failed don't know why :()
Simply open up the biped and change the weapon type (you should also check the actor variant as well). Thats all there really is too it. They may not work though if the biped dosent have the correct animations to hold/use the weapon. Quote: --- Original message by: Smok Niszczyciel -making AIs walk around a place to guard it (which I actually somewhat know, but making them smarter would be better)
Create a bunch of firing potions and have the initial state of the squad set to "alert". You can also create move positions and change the initial state to "moving - loop". You can do the same thing with the return state (inital = before enemy attack, return = after (i think)). Quote: --- Original message by: Smok Niszczyciel -making AIs like spartans walk&shoot, so they aren't stupid and just randomly walk to a place (giving easy kill) and then shooting
Well, there are spartan AI tags on the website, and I also believe they simply use the marine actor tags as a basis. So there essentially the same as a marine, just different looking. It's not always about the actor + actor varient tags, its more or less about how you set it up and script it all. Quote: --- Original message by: Smok Niszczyciel -modifying vehicles (for example I want a warthog have less weight, and when I change it I want to save it as a new vehicle, but I also fail on it)
Not sure on this one, tags are not really my speciality. But I would assume it has to do with the vehicle's physics tag. Overall, just make sure you use hs_doc.txt and do alot of play testing!!!
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Mar 17, 2012 03:15 PM
Msg. 6 of 11
Quote: --- Original message by: HiguyQuote: --- Original message by: Smok Niszczyciel -making AIs respawn in their base, when over 50% of them is respawned follow a path to enemy base and start shooting enemy units, when enemy base is clear roam around it
Well... Theres a few ways to go about this. You could make a script command to spawn them (and respawn them), or simply use the "respawn" count in the squad properties. You'll also need a continous script that checks for the amount of AI in a squad or encounter and thus says whether or not spawn them. You'd also need another countinous script that checks whether or not 50% is spawned, if if there is, thus wakes a dormant script that makes them assault the enemy base. You can make them assualt with a command list that uses a "wait until told to advance" command (in your dormant script, tell them to advance). Once the enemy's ai = 0, you can just place firing postions and they'll wonder around that area. Erm, to make less scripting, would it work if just placed firing positions (or move positions) and make them go there? I still don't know how to make them walk to a place. I have been trying with placing firing positions or moving positions in enemy base (and set their spawn in their base) and they just are standing and waiting till enemy comes to them :/
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 17, 2012 03:32 PM
Msg. 7 of 11
Move postions are really only good if you want the ai to roam around before or after contact with enemys.
Use a command list. There are commands that use the "move to point" and essentially move the squad of marines in that direction.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Mar 17, 2012 05:08 PM
Msg. 8 of 11
In all ways I could think of I have tried to use command list to make AI walk. "go to" and "go to and face" don't work.
Maybe you have skype or so? Could be way faster and easier.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 17, 2012 05:10 PM
Msg. 9 of 11
I have Skype, AIM, MSN, and xFire.
Take yer pick.
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Smok Niszczyciel
Joined: Aug 12, 2010
Where the laws of physics don't exist...
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Posted: Mar 17, 2012 05:16 PM
Msg. 10 of 11
I only have skype, lol.
Add me, pijany.smok (is my name)
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 17, 2012 05:25 PM
Msg. 11 of 11
Added.
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