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Jetpack AI shenanigans and trouble
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Author:  Mr. Cake [ Sun Dec 26, 2010 11:15 pm ]
Post subject:  Jetpack AI shenanigans and trouble

In the Zombies '09 mod, all the actors have the AI which I like, with the whole not jetpacking when a friendly lands in front of them. I thought this was a constant for any B23 faction mod put into B24, but I was wrong when I tested some other mods like the Wehrmacht and District 9. I wonder if there is a way to get that AI to be that way for all my other factions. I think when the CC team release the next version, they should get the Idle/Sentry AI to the way it was back in B23 or like it is in Zombies '09.

I keep running into a very annoying problem during more than half my games. Whenever I have multiple bodies near each other and then I do something like jetpack one over another, fire a gun or a tank near them, or nothing at all, the uncontrolled bodies take it upon themselves to try and jetpack over my guy, tank, etc. and end up squishing another guy, dismembering and disarming themselves, and sometimes explode of the other guy had a grenade. All the AI were on sentry mode too, so I have no clue why they are doing this.

Author:  Dragon239 [ Sun Dec 26, 2010 11:38 pm ]
Post subject:  Re: Jetpack AI shenanigans and trouble

Yeah, um, AI sucks.
Don't keep your guys near each other at all, don't rely on AI to control themselves at all. I don't usually have more than 2 guys on the field, and I generally directly control them, never let them do things themselves. Bad things happen :(

Author:  Yazuak [ Sun Dec 26, 2010 11:51 pm ]
Post subject:  Re: Jetpack AI shenanigans and trouble

Yup, the only place I trust AI is in a sealed box with a little window to shoot out of. Even then, you risk having friendlies getting shot :???:

Author:  Foa [ Mon Dec 27, 2010 8:53 am ]
Post subject:  Re: Jetpack AI shenanigans and trouble

Yazuak wrote:
Yup, the only place I trust AI is in a sealed box with a little window to shoot out of. Even then, you risk having friendlies getting shot :???:

And also risking them getting killed ridiculously easily, destroying the base, escaping the box, and so on.

Author:  mail2345 [ Mon Dec 27, 2010 5:44 pm ]
Post subject:  Re: Jetpack AI shenanigans and trouble

This Lua code will fix the AI:
Code:
function Update(self)
if self:GetController().InputMode == Controller.CIM_AI then
self:GetController().InputMode = Controller.CIM_DISABLED
end
end

Author:  Mr. Cake [ Tue Dec 28, 2010 7:54 pm ]
Post subject:  Re: Jetpack AI shenanigans and trouble

mail2345 wrote:
This Lua code will fix the AI:
Code:
function Update(self)
if self:GetController().InputMode == Controller.CIM_AI then
self:GetController().InputMode = Controller.CIM_DISABLED
end
end


Lua gives me nightmares. Is there any specific place I need to put this in or do I just plop it in there somewhere?

Author:  mail2345 [ Tue Dec 28, 2010 8:23 pm ]
Post subject:  Re: Jetpack AI shenanigans and trouble

That was a joke, it completely disables the AI.
If you still want to use it, then put it in a Lua file, and add this to an actor's definition:
ScriptPath = <file>

Author:  alphagamer774 [ Tue Dec 28, 2010 10:25 pm ]
Post subject:  Re: Jetpack AI shenanigans and trouble

DragonXP made a little device that pins actors when they're inside it, useful to stick AIs into perfect sniping spots. Somebody else made a brain that extended their sight range. Try searching.

Author:  411570N3 [ Wed Dec 29, 2010 2:23 am ]
Post subject:  Re: Jetpack AI shenanigans and trouble

That would be this.

Author:  Mr. Cake [ Thu Jan 06, 2011 9:52 pm ]
Post subject:  Re: Jetpack AI shenanigans and trouble

Well, I don't really want an actor pinner. Now that I think about it, is there anyway to get the actor AI from b23 to replace the b24 one? I just don't like the jetpacking that occurs when idle actors are too close to one another as I like to have a few in a room as back up.

Author:  Lizardheim [ Thu Jan 06, 2011 9:55 pm ]
Post subject:  Re: Jetpack AI shenanigans and trouble

That happened back in B23 too.

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