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My Squad AI Thing
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Orion



Joined: 12 Jan 2007
Posts: 413
Location: Brazil

PostPosted: Thu Feb 05, 2009 8:23 pm    Post subject: Reply with quote

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

PostPosted: Thu Feb 05, 2009 10:01 pm    Post subject: Reply with quote

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

PostPosted: Fri Feb 06, 2009 4:57 pm    Post subject: Reply with quote

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. Very Happy



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

PostPosted: Fri Feb 06, 2009 5:03 pm    Post subject: Reply with quote

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. Smile
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Fri Feb 06, 2009 7:44 pm    Post subject: Reply with quote

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


Did you have reloading? I haven't played Ace of Nails... Sad
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Fri Feb 06, 2009 9:07 pm    Post subject: Reply with quote

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
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PostPosted: Fri Feb 06, 2009 9:52 pm    Post subject: Reply with quote

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

PostPosted: Fri Feb 06, 2009 11:46 pm    Post subject: Reply with quote

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. Razz
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Fri Feb 06, 2009 11:48 pm    Post subject: Reply with quote

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



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

PostPosted: Sat Feb 07, 2009 1:20 am    Post subject: Reply with quote

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

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. Very Happy
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MauveBib



Joined: 04 Nov 2004
Posts: 602

PostPosted: Sat Feb 07, 2009 2:14 am    Post subject: Reply with quote

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 Smile 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
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PostPosted: Sat Feb 07, 2009 10:56 pm    Post subject: Reply with quote

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
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PostPosted: Sun Feb 08, 2009 1:02 am    Post subject: Reply with quote

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
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PostPosted: Sun Feb 08, 2009 7:37 am    Post subject: Reply with quote

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 ..
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Urre



Joined: 05 Nov 2004
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PostPosted: Sun Feb 08, 2009 10:39 am    Post subject: Reply with quote

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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