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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Thu Feb 05, 2009 8:23 pm Post subject: |

Too bad it needs waypoints. But that's ok. I implemented your throw grenade code to the ogre, where he will fire a grenade if the player is not visible. I created a function called OgreFireGrenade_2() to make he fire the grenade at the appropriate height.
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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Thu Feb 05, 2009 10:01 pm Post subject: |

Orion wrote:
Too bad it needs waypoints. But that's ok. I implemented your throw grenade code to the ogre, where he will fire a grenade if the player is not visible. I created a function called OgreFireGrenade_2() to make he fire the grenade at the appropriate height.

Sure, it needs waypoints, but they're autolinking so that saves a lot of time. It only takes five minutes or so to waypoint a map with the waypoint mod I have.
Cool idea on using the grenade code for the ogre. I feel a bit cheeky with the gren code, since it kinda cheats by working out a z velocity rather than an angle to fire at, so the ground speed is always the same, but it's good enough ingame, even if it wouldn't work for a bot.
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worldspawn Joined: 02 Dec 2008 Posts: 26 |

Posted: Fri Feb 06, 2009 4:57 pm Post subject: |

The AI is pretty solid. You can only do the whole whack-a-mole thing so many times behind a crate before they 'nade your ass or just plain overrun you. Mauve, you should add friendlies too. And if you add in health regen, a third person over the shoulder camera and a cover system and... wait, I see what I did there.

Orion wrote:
Would be nice if I could convert HL grunt model.

A challenger appears!
Don't ask me why it looks so bad. I'll just lie and tell you I was going for that, low-poly look.

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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Fri Feb 06, 2009 5:03 pm Post subject: |

Worldspawn, if possible, can you pm me your HL grunt models, either the shotgun and machinegun ones? I don't care if they're the low poly version. _________________ There's no signature here. Stop looking for one.

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Fri Feb 06, 2009 7:44 pm Post subject: |

Wazat wrote:
In Ace of Nails people gave me such heck for the unlimited ammo thing...

Did you have reloading? I haven't played Ace of Nails...
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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Fri Feb 06, 2009 9:07 pm Post subject: |

worldspawn wrote:
The AI is pretty solid. You can only do the whole whack-a-mole thing so many times behind a crate before they 'nade your ass or just plain overrun you.

True, I only have about a 25% survival rate on that map, and there are only seven enemies.
It's quite fun to play with God mode on, just to watch how they find new firing lines, communicate etc, without having to worry about surviving.
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Fri Feb 06, 2009 9:52 pm Post subject: |

It seems like I killed everyone, and then there was nothing left to do so I jumped into the lava... I wonder if it loaded as it should, I didn't see much tactical behavior, they mostly ran into my crosshair... /me runs it again _________________
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SamUK Joined: 17 Dec 2008 Posts: 98 Location: United Kingdom |

Posted: Fri Feb 06, 2009 11:46 pm Post subject: |

Urre wrote:
It seems like I killed everyone, and then there was nothing left to do so I jumped into the lava... I wonder if it loaded as it should, I didn't see much tactical behavior, they mostly ran into my crosshair... /me runs it again

Urre, your just that damn good you never gave them a chance.
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xaGe Joined: 01 Mar 2006 Posts: 329 Location: Upstate, New York |

Posted: Fri Feb 06, 2009 11:48 pm Post subject: |

God mode is fun.. So is impulse 9! You get 2 weapon models on screen at once..

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Wazat Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA |

Posted: Sat Feb 07, 2009 1:20 am Post subject: |

Urre wrote:
Did you have reloading? I haven't played Ace of Nails...

Several of the weapons did, yes. The idea was that all the weapons were appropriate to fire infinitely, but most had to be reloaded or had lower refire rates or damage so they weren't overpowered.
Still gotta play this mod. I love the idea of a bunch of enemies outsmarting and outflanking me.
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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Sat Feb 07, 2009 2:14 am Post subject: |

Urre wrote:
It seems like I killed everyone, and then there was nothing left to do so I jumped into the lava... I wonder if it loaded as it should, I didn't see much tactical behavior, they mostly ran into my crosshair... /me runs it again

Bear in mind this is an early release. They currently only check if they're in the player's crosshair when they finish a firing burst. Perhaps they should check more often.
The tactical behavior is tricky to see if you kill them all off straight away Try god mode and don't kill them, hide and watch how they find you, attacking from different directions etc.
I guess I need to work on their defensive AI a bit more.
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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Sat Feb 07, 2009 10:56 pm Post subject: |

Yeah you know I quickly realised that somewhere along the line I got pretty effective at eliminating Half-Life kind of AI, which these poor fellows resemble a lot, so they got wiped out pretty quickly. While impressive, I would've wanted to see them learn from seeing a squadmate getting mowed down and play a bit more defensively instead, like waiting behind the corner for me to pop out, guns ready. That's what I do anyway, wait around the corner, out pops a head and splat, headshot.
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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Sun Feb 08, 2009 1:02 am Post subject: |

Urre wrote:
I would've wanted to see them learn from seeing a squadmate getting mowed down and play a bit more defensively instead, like waiting behind the corner for me to pop out, guns ready.

They do mark waypoints where recent deaths occured as dangerous, but if that's the only path to the player they'll use it anyway, thanks to good old A*.
I'm vaguely tempted to use these guys as a testbed for genetic algorithms.
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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sun Feb 08, 2009 7:37 am Post subject: |

A couple of days ago, I loaded this up on my desktop and still found my ass being kicked. Damn machine gun. But I still liked the AI. A lot .. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Sun Feb 08, 2009 10:39 am Post subject: |

MauveBib wrote:
They do mark waypoints where recent deaths occured as dangerous, but if that's the only path to the player they'll use it anyway, thanks to good old A*.

I meant adding camping behavior to them, when appropriate.
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