@lordjulian
Quote: " I do wish the devs would overhaul the AI big-stylie because, in my opinion, it is the thing that is dragging GameGuru down more than anything and has been for some time."
I give you a tipp, how to get a good AI:
Make a list what the AI needs as detailed as possible like:
see player -> Ai shoot (condition leads to action)(separate Zombies and Soldiers)
Then make a thread and let it discuss what other think they need from the AI.
Then the devs finally have a starting point where the problems are and can work on it.
Or complain further. Your choice
@defy
Pretty cool
I tried to port my FPSC AI to GG, but I never come far, because it really need a lot of time and feels like a headcrab.
Here is one of my little successes, maybe you have a use for it:
local searchPlr = 0
function hide_and_seek_init(e)
CharacterControlManual(e)
AIObjNo = g_Entity[e]['obj']
AISetEntityControl(AIObjNo,AI_MANUAL)
end
function hide_and_seek_main(e)
if searchPlr == 0 then
Prompt("Press E to search plr")
MoveForward(e,0.0)
end
if searchPlr == 1 then
Prompt("Press Q to stop search")
MoveForward(e,AIGetEntitySpeed(AIObjNo))
AIEntityGoToPosition(g_Entity[e]['obj'],g_PlayerPosX-100,g_Entity[e]['y'],g_PlayerPosZ-100)
SetRotation(e,0,AIGetEntityAngleY(g_Entity[e]['obj']),0)
AISetEntityPosition(AIObjNo,GetEntityPositionX(e),GetEntityPositionY(e),GetEntityPositionZ(e))
end
if g_KeyPressE==1 then
searchPlr = 1
StopAnimation(e)
SetAnimationFrames(1290,1320)
LoopAnimation(e)
SetAnimationSpeedModulation(e,0.7)
end
if g_KeyPressQ == 1 then
searchPlr = 0
StopAnimation(e)
SetAnimationFrames(900,999)
LoopAnimation(e)
SetAnimationSpeedModulation(e,0.7)
end
end
It was a starting point for "How the AI works" so I can rewrite the AI completely
Have a nice day
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