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Dave Man
Joined: 19 October 2003 Posts: 374 |
11 May 2005 13:33 (UK time)
It would be neat if you could have different AI types like follow or persue (for instance a boss persuing you around the game map). Just a sugestion. You need to login to create posts in this thread. |
Assain
![]() Joined: 02 November 2003 Posts: 979 |
11 May 2005 21:24 (UK time)
Very nice idea. Right now, the AI just is "KILL! KILL!". I suggest that (more importantly), we put in some pathfinding for the AI, so they know how to go around objects, sectors, ect. Mabey in the after-words patch, or the full version if you got time ![]() You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
12 May 2005 15:32 (UK time)
Another good AI type wood be a patrolling guard, an AI that goes walks around but in a certain radius from its start part (this would be great for guards in a jail!). You need to login to create posts in this thread. |
me_mantis
![]() Joined: 26 September 2003 Posts: 1152 |
14 May 2005 22:16 (UK time)
MAybe we should have a seek and destroy ai type that makes a unit seek the player and destroy him =) You need to login to create posts in this thread. |
mike323
Posts: 745 |
15 May 2005 20:07 (UK time)
haha No really, that's not such a bad idea...like when you've set off all of the alarms and they're hunting you down. Maybe we could make a trigger for this so when you accidentally pull an alarm or walk in the path of a security camera they hunt you down. You need to login to create posts in this thread. |
Armageddon1212
![]() Joined: 10 July 2004 Posts: 142 |
17 May 2005 03:08 (UK time)
If there is a fallow mode to be made then someones going to make allied troops to fallow and stuff like my radio idea. ![]() You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
17 May 2005 13:31 (UK time)
How about a AI type that acts as a group commander. You could attach units to it using scripts and those units would follow the commander around. You need to login to create posts in this thread. |
Knasp
![]() Joined: 18 June 2004 Posts: 158 |
17 May 2005 15:57 (UK time)
It could also be attached to the player so you would have your own squad. Edited: 17 May 2005 15:57 You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
18 May 2005 13:32 (UK time)
Yeah, and then you could have the squad pick up weapons as well. Think of having a AI type that represents the player and picks up powerups and health and even ammo when avaible. You need to login to create posts in this thread. |
James Bunting
Posts: 1308 |
18 May 2005 21:05 (UK time)
I like the "BindObjectToObject" idea, this could work especially well as I plan to make objects follow the player on demand (just like the barneys and stuff in Half-Life). You need to login to create posts in this thread. |
Knasp
![]() Joined: 18 June 2004 Posts: 158 |
18 May 2005 21:22 (UK time)
Hehe, good old Half-life.So you could make a escort mission or maybe you could be chased by villians. I like that! You need to login to create posts in this thread. |
Armageddon1212
![]() Joined: 10 July 2004 Posts: 142 |
20 May 2005 20:50 (UK time)
Im currently planning a WW2 mod (maybe) as also my RE mod (maybe also) and it would really be nice to have a trigger for units to fallow you(especially for squads in ww2). Also you could make units fallow a certain unit (non human) when you trigger the waypoints for it. Think of this theres 3 ways around an anemy bunker. when you get 3 guys to fallow you and it also triggers the waypoints for 2 other squads and i tohught it would be really cool. You need to login to create posts in this thread. |
Was this really FBI? (no longer an active user) ![]()
Posts: 207 |
20 May 2005 23:09 (UK time)
Sounds like a cool mod! Should wish i could help you, but meteor2 isn't working at my computer right now, sorry! ![]() You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
28 May 2005 19:26 (UK time)
Okay here's another type of AI I would like to see, well not really a new type. How about having a hold AI type that would make units stop periodically to just turn around and guard a area and then after a random amount of time just walk (like make it so that it goes slower than its max speed) to a different spot. Of course when the unit would see an enemy it would run towards the enemy to shoot it. Also it would be great to have a bit less wall bouncing on the normal AI. What I'm saying is that the normal ROAMING AI will make units litterally bounce around walls unitl they see a unit, and then if it sees a unit it might sometimes fire at the unit but instead of hitting the unit it hits a wall or something that's in the way (making that increadly annoying gun firing noise that never stops). So it would be great to have ROAMING AI aviod walls and maybee go down in normal angles like 90,360,270 and such (making them go straight down corridours). You need to login to create posts in this thread. |
Armageddon1212
![]() Joined: 10 July 2004 Posts: 142 |
30 May 2005 00:46 (UK time)
FBI It would be an honour to work with you! ![]() ![]() I jsut want fallow (At least) Please! You need to login to create posts in this thread. |
mike323
Posts: 745 |
30 May 2005 20:20 (UK time)
The only problem with the player being a waypoint is the unit would never reach you, (therefore following you around), keeping the unit in it's moving sprite which would look a little funny. How bout only using the moving sprite when the unit is physically moving instead of waiting for teh waypoint? You need to login to create posts in this thread. |
Dave Man
Joined: 19 October 2003 Posts: 374 |
31 May 2005 13:28 (UK time)
Well, I see how using a waypoint would cause this problem but what about using a waypoint that stops units when they are close, like stopping them from a certain distance and then allwoing the units to travel around you and gaurd you when there in that postition (or the waypoints stop limit). You need to login to create posts in this thread. |
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