Product Chat / Why do we have Ai_wanderer script.

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PCS
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Posted: 6th Sep 2018 07:11 Edited at: 6th Sep 2018 10:25
Sorry to ask this ,, but it does nothing when you add this script to a Npc. As the name said its supposed to wander around with out a path.

i know there has been talk about this in the past, but if the wanderer script comes standard with GG is it not suppose to do what it said.
If GG is sold with it a least one would expect the script to be functional. ? yes or no?
i ask this because i am still using the old ai_wander script, but sometimes the NPC walk and for no reason just jump straight up in the air and the comes down. and i can not see why they do that, or use them if they do that.
So my question is, if we have and ai_wanderer script is it not supposed to work on its own when you placed them on the map , with out giving them a path to follow.? ( just like pedestrians in a town. )
Or i am a wrong. ?
if it is supposed to work like that then can this function please be fix. i am willingly to donate for this script to be working although its supposed to be a standard feature, i am sure there must be other users who would also want this to work.
i know Smallg has done a similar script called free roam if i'm not mistaken.
Like i said the old ai_wanderer script is till working but sometimes it goes hey wire.
it would be supper Awesome if we can have this function, as i have plenty maps were i need NPC to walk around and behave similar like pedestrians / ( wander around ).

Sorry if it sounds like i am just complaining but this function keeps me from carrying on , on a lot of my maps. and i am sure others would also want this.

Thank you
Pcs
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Belidos
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Posted: 6th Sep 2018 08:09
I thought AI_wanderer was a community made script
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PCS
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Posted: 6th Sep 2018 10:11 Edited at: 6th Sep 2018 10:17
it was originally a script that Lee made. and once the the new updates were cumming there were and is now an official ( if i can call it that ) script called ai_wander in the script folder witch looks like this.

the script points to and looks like all the new ai scripts, So i was under the impression it is supposed to work as the name intended.

Like i said again i will donate any amount witch i can afford if this can be fixed.
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synchromesh
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Posted: 6th Sep 2018 11:15
It was done in a twitch and originally worked.
I do have one that works but for some reason you have to edit a new one for each character ?
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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PCS
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Posted: 6th Sep 2018 11:58
synchromesh , the one you have is it the original one from Lee's video?
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Defy
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Posted: 6th Sep 2018 12:22
Hi, Give this a try. Am working on a Passive module though still in progress.

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PCS
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Posted: 6th Sep 2018 12:28
i have just looked again at Smallg's ai_freeroam script and its very good. mabye Smallg can modify it so that the NPC do not shoot at the player.
That would then work like a normal freeroam script that can be used for a pedestrian.
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PCS
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Posted: 6th Sep 2018 12:29
Hi Defy thanks a lot i am going to test is right now.
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Defy
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Posted: 6th Sep 2018 12:44
No problem, it works with CC and soldiers. However missing any aggression calls, if holding gun will simply turn within range at player and then continue as normal. Same with being shot at, no reaction apart from death. Will show a better system soon.

Oh, just a side note, if in counter a small entity the AI will walk over it with this. If the AI is forced into a collision zone of a entity, such as running, then will shoot the AI into air from tests. So keep that in mind.
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synchromesh
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Posted: 6th Sep 2018 12:58 Edited at: 6th Sep 2018 12:59
@Defy

Ye that's the one I got and like I said it only works with one character …
you have to make another with a new name for another character ( well that's how it is for me )
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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PCS
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Posted: 6th Sep 2018 13:04
@Defy thanks, i had a look at it and its basically the same as the ai_wander script that i have followed on lee's video , and made some changes. to it. mine at this stage do not wonder to far away from the start point , and will always move back to the starting position.
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PCS
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Posted: 6th Sep 2018 13:12 Edited at: 6th Sep 2018 13:29
i also made a ai_pedestrian.lua script a while ago witch i gave away as a freebie, ( all credit to Lee)


in this one you can control how far it must wonder before it turns back and when it turns back does it go to the player's direction or there own starting point.
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PCS
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Posted: 6th Sep 2018 13:16
@Defy.
Quote: "Oh, just a side note, if in counter a small entity the AI will walk over it with this. If the AI is forced into a collision zone of a entity, such as running, then will shoot the AI into air from tests. So keep that in mind."

that is exactly the problem i have with my script and witch i was complaining in the start of this thread, now at least i have an idea why its doing it. lol
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Defy
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Posted: 6th Sep 2018 15:55
@synchromesh, a small minor change in that one. Though I can see that is not going to work. Thanks for pointing that out.

@PCS, I have been working on a passive module option. Shall post again as soon as its operational.
I did believe that one posted above did work at some point for larger numbers. I will make sure that is fixed. Good luck with your script also.
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Defy
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Posted: 7th Sep 2018 11:04
Here is something that will get your scenes operational I hope for now while I continue.
ai_passive = One script, lite, runs on many AI on map, AI rotate to player if close, and wander like the old system. Not flash, hope it helps.

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AmenMoses
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Posted: 7th Sep 2018 14:53
Hope you don't mind but here is my take on your script.


Been there, done that, got all the T-Shirts!

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PCS
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Posted: 7th Sep 2018 15:09
The more the merrier. lol cool
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AmenMoses
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Posted: 7th Sep 2018 19:02
Another tweak, the NPC will not wander further than a specified distance from its origin point.
Been there, done that, got all the T-Shirts!

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PCS
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Posted: 7th Sep 2018 20:46
Thank you AmenMoses
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granada
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Posted: 9th Sep 2018 11:58
Nice combined work guys

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PCS
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Posted: 9th Sep 2018 13:27
im sure with all the input from all you guys i wil get the right script that i need. lol
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