Scripts / Working Function Zombie AI Script...Anyone? **VIDEO PROOF ATTACHED**

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shakyshawn8151
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Posted: 9th Dec 2015 00:36
Does anyone have a modified working Zombie AI script? One that you can put on the zombies, in the zombie pack... and no lol I am not talking about the default scripts... those do not work 90% of the time the zombies do weird stuff, or do not work at all... they have a messed up response time, and half the time either, run into a wall or do something un-realistic. Not trying to modify the script or hear someone defend it lol as I know there will be a few that tell me it works. So to save all the frustration I am only looking for a working one that someone may have on hand that they are looking to share.. One that works please.


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shakyshawn8151
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Posted: 9th Dec 2015 00:50 Edited at: 9th Dec 2015 00:50
I really hope this gets fixed, i really hated to upload the video and have my subs lose interest in buying this product after reading the comments that blew up my notifications feed only a few minutes after upload. If someone wants to go and reply to them and defend GG. it would be nice, its great software but very buggy.
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rolfy
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Posted: 9th Dec 2015 07:05 Edited at: 9th Dec 2015 07:22
Are all the entity's in your video stock? They get stuck in that way when the fpe settings are wrong and collision will jam them up causing them to react in exactly the way shown in your video.
Quote: "
I really hope this gets fixed, i really hated to upload the video and have my subs lose interest in buying this product after reading the comments that blew up my notifications feed only a few minutes after upload."
Maybe not upload to a highly subbed channel then till your sure the problem isn't on your end, you could have attached the video here if your concerned about putting folks off. Did you test this on a blank level at all? Might help to narrow down the problem as I said it is likely your entity's and not the script causing this. If it is an entity settings problem then no script is going to fix it.

I am pretty sure smallg has a more advanced script for zombies including waypoints in his thread, look there.
shakyshawn8151
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Posted: 9th Dec 2015 08:24
Rolfy. Yes it is a blank level using stock media. Industrial kit, and the zombies kit, using default scripts. This has been an issue that has effected GG for me for some time. it was the AI issue. I uploaded to my main channel to show the status to my subscribed, because I get messages from them all the time asking if they could make a zombie game with it. I got another message today so I decided to load it back up and give it a go. this is a small map. all it is was the area in the video. the only change I made was to a door script, on which I made from scratch. all it did was when you walk up to the door it says "They Locked the door behind you, you need to find the medical supplies." also I changed that wood barrier to NON-Static so that it could be knocked over... I mean I think this engine is great and all. but why add in nice beautiful effects if the AI is not perfected. Now I understand they are not a major corp, but I see all the recent time (past few month's) have been to add in more effects and make the game look great and add in more map control.. But what is a game without a perfected AI?
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shakyshawn8151
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Posted: 9th Dec 2015 08:29
just hoping there next step is to completely redo the way AI operate. Regular soldier AI seems to be ok, but without advanced editing and waypoints and setting up cover points etc it can be VERY confusing to a new user. Not really a Easy Game maker imo.. I stopped being honest on the forums sometime last year when I got exploded on for explaining how I felt things were, mainly by the diehard FPSC user's that have been around for years. So I finally decided to really express how I felt.
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smallg
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Posted: 9th Dec 2015 09:44
As rolfy said, that's an fpe issue but Yes AI doesn't work well in enclosed areas anyway... but there's not much we can do about it, how would you check for obstacles or such without any sort of commands for raycasting or object size or anything?
Short of adding objects as path markers everywhere and telling them to go to the nearest 1 til they get to the player anyway but that would require hundreds or thousands of objects :p

AI is next after the DX 11 update, couple more months to go.
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Bolt Action Gaming
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Posted: 9th Dec 2015 14:35
I can empathize with the difficulties. My main gamedev experience comes from AI programming (I wrote the CoopBot for Quake 1, which became the Zeus bot, which became the reaper bot - courtesy of nelno 'the amoeba'). I'd like to see the AI code get opened up so I could tinker a lot more with it but I think smallg's right - core functions such as tracing rays are missing, which makes it really hard to actually achieve quasi-competent AI.

As it is, you've set the tone for something I want to test - so I'm going to tinker with what's available and see what I can do. I'll get back to you.
Don't expect much though
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synchromesh
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Posted: 9th Dec 2015 21:54 Edited at: 9th Dec 2015 21:55
@shakyshawn8151

You want this script ... they roam , follow waypoints and are relentless when they see you

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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shakyshawn8151
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Posted: 10th Dec 2015 17:46
Seems like it works way better than the default. What is the catch? What breaks the script? Can they maneuver in buildings? or on top of a surface other than the terrain? How do they act when grouped tightly together? When the zombie in the front dies do the zombies following behind him get trapped behind the body? Sorry for all the questions.
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synchromesh
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Posted: 10th Dec 2015 20:34
I answered on steam regarding your review ....
The problem with your video is clear ....Its not the AI causing your issue its the model ...

Its actually missing the forcesimpleobstacle = 3
I will add this and try a video
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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synchromesh
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Posted: 10th Dec 2015 20:45
Yep as I suspected ..... Now it works so much better

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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shakyshawn8151
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Posted: 11th Dec 2015 17:56
How long will it take for them to change it globally, I dont think everyone would want to go in and change it manually.
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synchromesh
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Posted: 11th Dec 2015 19:18 Edited at: 11th Dec 2015 19:29
To be honest a simple arch would not require this command but in this case they have been snapped together like a tunnel so it has had that effect .. I will inform the devs of this issue and with the AI overhaul due very soon it will probably be rectified quite quickly..

Meanwhile I have attached the modified fpe below
The only person ever to get all his work done by "Friday" was Robinson Crusoe..

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