Product Chat / Quick question Lee

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PCS
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Posted: 3rd May 2017 19:07 Edited at: 3rd May 2017 20:04
i just want to follow up. i still have a problem with the ai that keep on following the player , even if the ai view range is 100, 200 ,400 ,1000 and its set to always active. it does not stop chasing you when you are out of its view range . is it just me having this problem or is it something that is still going to be fix in the next update.

Thanks.
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LeeBamber
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Posted: 5th May 2017 14:55
You can use the Debug slider to move it to 100 and you will see the cone of sight and cone range of the AI character. The AI will run to the last known location it saw the player, and if you are outside of the cone range when it reaches that point, it will literally be unable to see you. For clarity, can you send me an FPM with a stock character (lee@thegamecreators.com) and I will create a small video showing me running away from the character and eventually out of its view range. Thanks.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

PCS
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Posted: 5th May 2017 15:38
Ok thanks Lee. I will test it like that as soon as im back from work.

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Posted: 6th May 2017 13:50
Lee, i have done like you said and tested again and still the ai keep on following me. you can see that he keep on tracking me even if i am out of the cone range.
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Posted: 6th May 2017 13:54
i have even gone so far as to put two transporter units in the map so that i can transport quickly out of the ai cone range, but still he keeps on targeting me, i have put the Debug slider on and then one can see how he targets me.
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roandoom
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Posted: 6th May 2017 13:56 Edited at: 6th May 2017 16:46
I am having the same problem, no matter what i make the cone range and view distance, the moment the ai starts following me, i cant lose him, I am busy uploading the video, ill post it here when it is done to show you what i mean, i dont know if the settings are wrong or something , but i have yet to do any tinkering to the ai and it is the same as if you download gameguru over.

There is also some buggs with the debugger because when i put it to 100 and i get out of the ai's range, he glides in a strait path, and a few more glithes like at the end the ai didnt move any more, so if i want to see the cone angle it has to be low and i set it to just 15 else the cone angle also stays behind when ai moves,
main problem is the ai does do what you said by going only to the nearest point in his coneangle and range,but as you can see it did it just maby 2 times before it started to permanently follow me no matter how far i go.
The main problem is when the ai starts following you as you see in the video, you can never loose them.
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LeeBamber
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Posted: 6th May 2017 16:55
For clarity, can you send me an FPM with a stock character (lee@thegamecreators.com) and I will create a small video showing me running away from the character and eventually out of its view range. Thanks.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

roandoom
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Posted: 6th May 2017 17:49
Sorry i dont understand correctly, must i send you the name of the character i used or the file with the character?
I used the combat soldier in the characters folder.
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LeeBamber
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Posted: 6th May 2017 18:07
An FPM is the level file that gets created when you save a level, and can be found in the mapbank folder (typically defaults to "\Steam\steamapps\common\Game Guru\Files\mapbank"). Once I have the exact level you are using in your test, I can then create a video showing how the AI stops following after the player exceeds the range of the character.
PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

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Posted: 6th May 2017 19:20
i can confirm too they dont stop chasing you at least with the zombies i tested
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Belidos
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Posted: 6th May 2017 19:36
I'm seeing the same behaviour, it's been like it for a while now, tbh I just thought it was meant to be like that, and they hadn't been scripted to stop attacking.

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Posted: 6th May 2017 22:25
ok i have sent the fpm in a email, but i dont know why you need it because i can recreate it over and over by just starting gameguru and saying new flat level and then just placing 1 ai and a start marker, thats it.
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Posted: 7th May 2017 12:21 Edited at: 7th May 2017 12:22
I brought this problem up recently in this thread here.

I get this problem particularly when trigger-spawning enemies - which most of us like to do to improve performance. If the enemy is set to spawn when triggered, they will make a bee-line for me as soon as they are spawned, literally climbing over any terrain to attack me, regardless of whether there is line of sight or not, and regardless of view range and cone angle.

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smallg
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Posted: 7th May 2017 18:07
Quote: "I brought this problem up recently in this thread here.
I get this problem particularly when trigger-spawning enemies - which most of us like to do to improve performance. If the enemy is set to spawn when triggered, they will make a bee-line for me as soon as they are spawned, literally climbing over any terrain to attack me, regardless of whether there is line of sight or not, and regardless of view range and cone angle. "

as in that thread, i fixed it for you unless i'm missing something? check video and if i'm recreating the issue incorrectly please give a step by step so i can test and fix

lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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LeeBamber
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Posted: 8th May 2017 22:35
Thanks everyone for the reports and feedback. I was able to reproduce a few of the issues reported, and have made fixes for the next build (now in BETA). Here is a video of the results:


PC SPECS: Windows 8.1 Pro 64-bit, Intel Core i7-5930K (PASSMARK:13645), NVIDIA Geforce GTX 980 GPU (PASSMARK:9762) , 32GB RAM

Belidos
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Posted: 9th May 2017 07:42
Can you list which issues have been fixed?

Because one of the main issue we had wasn't addressed in the video.

The issue i'm talking about is, after spawning an enemy using a trigger zone, if you run out of its range it doesn't stop chasing you, you didn't show that in the video, you only showed it working on a character that was already spawned.

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Posted: 9th May 2017 12:12
Quote: "The issue i'm talking about is, after spawning an enemy using a trigger zone, if you run out of its range it doesn't stop chasing you, "

I can confirm that works very well now
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Posted: 9th May 2017 12:29
I am however having a few probs with characters sliding with waypoints so I combined the 2 in this video

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LeeBamber
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Posted: 9th May 2017 16:01
Fixed for the next BETA Also fixed it so that regular soldier AI will return to patrol after five seconds if there is no sign of the player, to keep the fun going Should be uploaded in about an hour, and then I will see about getting something on Public Preview so we can get more testers.
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Posted: 9th May 2017 16:34
Quote: " AI will return to patrol after five seconds if there is no sign of the player"

Perfect !! I was thinking of asking for that kind of thing so that's great news
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Belidos
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Posted: 9th May 2017 16:42
Awesome!

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granada
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Posted: 9th May 2017 17:07
Nice work boss

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Jerry Tremble
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Posted: 9th May 2017 17:29
LOL, I have been turning Debug visuals to 100 every time and nothing works. Turning it to around 50 it works like above. Just curious as to why?
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Belidos
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Posted: 9th May 2017 17:41 Edited at: 9th May 2017 18:19
I think with the debug slider it's not a slider that progresses from 1 to 100, i think different points on the scale are for debugging different things, at least i think that's how it works.

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Jerry Tremble
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Posted: 9th May 2017 18:06
Makes sense, I was just going with the idea that cranking it all the way up was best, lol.
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Posted: 9th May 2017 20:27
I don't know about anyone else, but my triggered enemies appear to have gone deaf.

If they are set to spawn at start, shooting at one will attract the attention of those nearby - they can hear gunshots. But if I trigger spawn them, it doesn't matter if their comrade dies right in front of them, they don't even flinch. Also, they don't seem to turn to face the player when shot. See the video below.



The only change I have made is using the activated soldier script provided by smallg, which I have attached to this post for clarity. The prompt line is just for my own experiments...

Any suggestions?

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Posted: 9th May 2017 20:48
thanks Lee for all the fixes , appreciate it a lot.
just waiting for the steam update so we can test it.
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synchromesh
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Posted: 9th May 2017 21:15
Quote: "I don't know about anyone else, but my triggered enemies appear to have gone deaf.

If they are set to spawn at start, shooting at one will attract the attention of those nearby - they can hear gunshots. But if I trigger spawn them, it doesn't matter if their comrade dies right in front of them, they don't even flinch. Also, they don't seem to turn to face the player when shot. See the video below."


They have always been deaf .... there is nothing coded for characters to hear .... If you want them to react immediately then change the view distance and view cone angle in the properties ... Its unlikely you will spawn characters right in front of you its more likely if your in a village for example you would have them spawn around a corner or in a structure etc so things would look more natural when visually detected
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Posted: 9th May 2017 21:18
one last time , i have to ask. Lee is it realy not possible to tap into the animation of the new ai_soldier script and make him stand normal, like the old ai_soldiers script used to do and Fidget , until he has to pull out his gun and fight. it does not make an good impression in the game if they stand immediately ready with their gun pose.

If possible please fix it for us.
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Posted: 9th May 2017 21:19
Quote: "i have to ask. Lee is it realy not possible to tap into the animation of the new ai_soldier script and make him stand normal, like the old ai_soldiers script used to do and Fidget"

I miss that also
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Avenging Eagle
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Posted: 9th May 2017 21:29
Quote: "They have always been deaf .... there is nothing coded for characters to hear "


What about this bit of code from module_combatcore.lua?



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Posted: 9th May 2017 22:16
Quote: "What about this bit of code from module_combatcore.lua?"

Perhaps your right ..... Apparently its the same code used in the old FPI in classic .....
Its not working now for sure I honestly don't recall sound reactions working before ?

Perhaps Lee can enlighten us .... Maybe its a WIP or been disabled ?
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LeeBamber
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Posted: 10th May 2017 14:26
Sound detection works again for the next beta build. I will also upload the Public Preview as well so you can all check out the latest version. The issue of the character using the calm stance is just a matter of using more animations in the scene graph now more of the AI system has been externalized, but I appreciate many of you don't want to start messing with the FPE and LUA files to restore the old behavior. Maybe I will make a video of the process so you can see how this and other similar additions can be made, and the demo change will probably make it into a future default AI script. With a little playing around you can make some amazing and unique additions to your game with scripts, and in the case of the relaxed animation, it could probably be done with just a few code changes. Once the May update is sorted, I will return to this and see what can be done.
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synchromesh
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Posted: 10th May 2017 17:15
Sound detection working now
Seems its all falling nicely into place for the next build .... Great work Thanks Lee
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Posted: 10th May 2017 17:57
Quote: "Also fixed it so that regular soldier AI will return to patrol after five seconds if there is no sign of the player, "


Lee Please also make that the regular soldier AI , will also return to its original starting position. if he can not see the player, if the player is out of his cone range.

If you have some spare seconds to program.

Thanks
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Posted: 10th May 2017 18:04
and i almost forgot, to ask, will the ai wanderer script also be working with the update.?
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LeeBamber
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Posted: 10th May 2017 19:36
Wanderer fixed, public preview now live. Check it out and let me know!
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Posted: 10th May 2017 23:41
ok will check it out. Thanks for all the hard work.
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Posted: 12th May 2017 20:48 Edited at: 12th May 2017 23:04
today my steam update my gg, and i was under the impression that with this update the ai_wanderer script is working. as to my surprise when i select an ai character and attach the ai_wanderer script it does not wander around.

?
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LeeBamber
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Posted: 13th May 2017 12:08
@PCSKILLER : If you place the AI character under a series of waypoints, it will follow the waypoints. The script is essentially a soldier behavior but given no instructions to fire any weapon held.
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Posted: 13th May 2017 22:42 Edited at: 14th May 2017 17:13
maybe im not explaining myself good or you just dont understand what im trying to say.
So let me start over from scratch. when we had the previous ai_soldier script , you made a video where you created the ai_wander script, were the ai can wander by itself with out the need of the player to add way points and you dit it with adding this part of coding in to the ai_soldier script.


so at the end of the video you had created the ai_wander script that when you place a soldier and you attach the script it wonder by itself with out the way points.

now that is why i was expecting the new ai_wander script to do just that, and it does not do it.
it just stand still and when i am in its cone view it starts to shoot me me.

please check it , and please fix it to do just that, or just add this script into the new script so that we have an ai that can wander on its own with no way points , and also shoot you if it see you. it would be awesome.

Thank you Lee.


?
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Posted: 15th May 2017 20:51
ok so it looks like im stuck with this problem ,
then i wil have to scrap this part of game play out of my maps.

Thanks.
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Posted: 15th May 2017 21:24 Edited at: 15th May 2017 21:25
Quote: "ok so it looks like im stuck with this problem ,
then i wil have to scrap this part of game play out of my maps.

Thanks."

The whole of the AI has been changed ... Most AI scripts now point to modules so that AI.wanderer script probably needs a total overhaul to work the same way it did before ... Why not PM smallg and ask him to take a look ..
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Posted: 15th May 2017 21:27
ok wil do that.
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Posted: 15th May 2017 21:45 Edited at: 15th May 2017 21:47
Ok so I dug out the old Ai Wanderer script before Lee did the update ..
It still works ... The problem with this was it was one script per character ... Ai_wanderer2.lua ... 3.lua.... copying renaming and editing each script for each character I used .... Try it and see if it works for you ..
The only person ever to get all his work done by "Friday" was Robinson Crusoe..

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Posted: 15th May 2017 22:16
Thank you synchromesh
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