
YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Aug 21, 2013 12:04 PM
Msg. 1 of 5
I finally got Ai on a Map for the first time but they don't attack the way i want them to They run around and they'll shoot, but when i shoot in their direction, they don't notice or run in my direction toward me Also i find it weird that they hold their Flame throwers in the air when they shoot, but the flames still reach me Also, Are there any PDF Manuals for Sapien ? i searched the net for hours looking for a way to learn what Fields in Sapien do. Also, i Added much more AI to the map than what's showing up in the game. Where in Sapien do i increase the number of Guardians ? I assume that my attack settings are in this part of Sapien in this image 
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Aug 21, 2013 01:03 PM
Msg. 2 of 5
I have a makeshift tutorial somewhere, gonna post it here when I find it.
Check start timer immediately, place firing positions. AI behaviour is set up in Guerilla, not Sapien. Also, your respawn max actors is set to 16, thats how many AI there can be. Set respawn total to 0 for infi AI. Respawn minimum is how many AI that will be on the map AT ALL TIMES (i.e. No respawn delay)
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YesUar
Joined: Aug 12, 2013
Shhhhh !!!
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Posted: Aug 21, 2013 02:13 PM
Msg. 3 of 5
Thanks for replying
How would I go about placing firing positions ?
i see Firing Positions in the Tree
So do i just right click somewhere on the map, or is there a pacific method i'd have to use ?
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game user10
Joined: Dec 9, 2011
Who is the Overseer?
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Posted: Aug 22, 2013 01:53 AM
Msg. 4 of 5
Yeah, just right-click.
Here's part of my tut: Adding Artificial Intelligence In Sapien's Hierarchy View, click on "Edit Types", (similar to the explanation in the Hierarchy View section) then select Actor variants in the drop-down box. Click on "Add", and point it to your .actor_variant tag. Now that you have added the tag to the scenario, it's time to get it to spawn. Expand the "AI" folder (inside the Mission folder in the Hierarchy View) and click on the "Encounters" folder. Create a new instance and expand the "Encounters" folder. Click on your newly created encounter, head over to the "Properties" window, and give it a name. You should also go ahead and check "respawn enabled".
Select a team for this AI encounter: 0 / default by unit - Red Team (Multiplayer) 1 / player - Blue Team (Multiplayer), The player (Singleplayer maps only) 2 / Human - Humans (Singleplayer only, usually has an allegiance with player) Expand the AI encounter, and click on Firing Positions. Right-click on the map to place them. Firing positions are the points where the AI will prefer to be on when they are in combat, so put them in strategic locations, like behind some cover and stuff. The AI will move towards these points when in combat, and switch positions randomly.
Fake Start Positions - Idk what that does
Click on Squads and create a new instance. Expand it, and head over to the Properties Window. Give it a name and an actor type. Platoon can be left at "NONE". Now for initial and return states, I recommend you set it to "Guarding at guard position", so the AI will always be alert and you won't have to lay down move positions. Check "start timer immediately".
Unique leader type - only for Marine squads; Sgt. Johnson and Sgt. Lehto (Stacker) Maneuver to squad - idk, leave it For the boxes "Attacking" up to "Pursuing", type a capital letter A. The firing positions you placed earlier have a group index, and by default are set to A (Red). So when this squad is attacking, defending, etc. they will use the group A firing positions. Normal diff count - AI that spawn in normal mode (not counted by respawn total) Insane diff count - AI that spawn in insane (legendary) mode (not counted by respawn total) Major upgrade - you can set the chance when an AI will become the major variant (set up in the .actor_variant tag) Respawn min actors - It will keep spawning AI instantaneously until there are this many Respawn max actors - It will not spawn any more when there are this many AI Respawn total - total no. of AI that can be spawned (0 = infinite) Respawn delay - When the number of AI are equal to the "respawn min actors" count, this delay will take effect on the respawn rate until it reaches the "respawn max actors" count.
Now go and select "Start Positions" (expand the squad). Right-click to place them. For each start position, there are a couple cool stuff you can do: "Required" flag - this spawn point has a 100% chance to spawn an AI when the map is started Initial/Return state - you can leave it as none, or set them up, because these will override the states you specified in the squad Actor type - you can also leave this as none, or set it up so it will spawn something else. Example, you selected "Marines" as the actor type in the squad, but in one spawn point, you set the actor type as "Cyborg". When an AI spawns on this point, they will be a spartan (cyborg) instead of a marine. Command list - when an AI spawns on this point, they will follow this command list
That's it! You've set up an AI encounter! Now you have to repeat it so they'll have enemies... lol. To test if the AI actually works, simply create a new encounter to reset the AI. Deleting an encounter will do this as well. At first, the AI will probably not move and stuff, but when you open this scenario again in Sapien, they should be acting like they are in-game.
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