Product Chat / AI shooting problem

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Botchling
9
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Joined: 30th Jun 2015
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Posted: 1st Jul 2015 10:06 Edited at: 1st Jul 2015 11:08
How do i set the range of how far the ai has be away from me to begin shooting? the view range does not change anything at all.

What happens is that the ai runs towards me, and only begins shooting when he is very close to me. What do i do?

I am using the uzi soldier. The lua file is called ai_soldier.lua
i opened the script in notepad++ to see if i could find any range values but i didnt know what to change. :p

Thanks

UPDATE-- In my game the uzi soldier is just glitched. The others work just fine
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synchromesh
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11
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Joined: 24th Jan 2014
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Posted: 1st Jul 2015 11:29
try verifying your installation for any errors via steam ...

Go to your steam library and right click on GameGuru...Select "properties" .....then select "local files" and finally "verify integrity of game cache"

See if that brings anything to light and fixes your issue ...
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Teabone
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18
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Joined: 8th Jun 2006
Location: Canada
Posted: 1st Jul 2015 20:06 Edited at: 24th Jul 2015 19:20
The AI has a detection radius it uses based on the player distance. But it doesn't seem to detect if the player is "too close" to then move back or to avoid getting within that "too close" range.
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
lordjulian
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Joined: 10th Jan 2014
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Posted: 2nd Jul 2015 00:26
God knows we are all desperately waiting for some decent character AI !!! One day... maybe.
Julian
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LeeBamber
TGC Lead Developer
25
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Joined: 21st Jan 2000
Location: England
Posted: 8th Jul 2015 15:00
Cannot really object to this one We definitely need some basic AI to work smoothly including climbing stairs and hills, walking on multi-layer buildings and structures, flanking, path finding around other characters and my personal preference which is a scripted engagement sequence editor so you can arrange for enemies to attack in waves, run to specific locations and perform specific attacks. If you start to look, you might be surprised just now much of modern gaming contains 'script sequences' to enhance the players journey. I will also be working to remove any hard coded values or methods from the engine and place it in the LUA script where it can be customized by third parties, which means you should find no more restrictions on what you want your characters to do in-game. If you feel this is top priority, then when the voting board is launched you can add all your eggs into this basket.

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SoUlFaThEr
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Joined: 20th Jul 2015
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Posted: 24th Jul 2015 19:12
Hello Lee,

Ive been developing a full conversion HL2 Source engine game for the last (nearly) 8 years. I decided to have some side fun by breaking off into a GG experience to see how far I could get alone.

I am honestly missing the point of requiring the develoeprs of games on your engine to vote for this particular aspect of GG and AI control. I bought it with the idea that with LUA, I would be able to manipulate basically anything the engine offers and especially what the character AI does or doesn't do because it is an FPS creator....

I see that the LUA bit I am mainly looking for is in second place which is having all functions added for LUA manipulation. This will of course, open an extreme amount of customising ability to those who want to go the extra mile with the scripts at making an actually INTERESTING experience for the average player out there.

As a DEV of long years myself, I hate hearing this question but what sort of time frame are we looking at before the LUA hooks are added for all the hardcoded values?

Personal opinion + creation strategy:
Nothing on that list of votable features is detrimental to the possible diversity of games on your engine like that one is and I really wish you would just add it along with your performance update. It just seems like a required basic/base feature for such a "FPS game creation" software. For me its rather sad because without it, I kinda have to stop my entire project just as I started it because I have a thing about releasing half ass stuff and being foirced to do things in the wrong order which usually creates more work.

My theory is that once I have designed my AI to be how I want them and have the weapons killing the bad guys the way they should, only then could i literally begin creating the right atmosphere to suit the mood for the game. Doing it the other way around would force me to rebuild the maps because i would be making them in regards of how they are now, naturally.

I hope this reaches you with a great deal of respect.
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Teabone
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18
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Joined: 8th Jun 2006
Location: Canada
Posted: 24th Jul 2015 19:20
I noticed the AI has been improved a bit in this area. Thanks
i7 -2600 CPU @ 3.40GHz - Windows 7 - 8GB RAM - Nivida GeForce 420 GT
Peregrinus
9
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Joined: 27th Jun 2015
Location: MON
Posted: 24th Jul 2015 23:56
Can someone post an example of how the are setting up the soldier ai ? As in view angles, and distance. I can't seem to get the ai to react unless being shot at , and they are not following waypoints either. Unsure if this is something that crept up on 1.0033 since I haven't really tried to use them til now. thanks.
sularus oth mithas
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SoUlFaThEr
9
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Joined: 20th Jul 2015
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Posted: 25th Jul 2015 09:37
Take a closer look at the logic writte in ai_charge and ai_soldier and then global. There is a function called plrvis/plrvisible that seems to be missing an accompanying script. I've had "bugs where i shoot them...they run towards me...i go out of visiblity and when the see me again they dont shoot and just stand there without raised weaqpons that are invisible.

Looks rather funny.
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