Flying AI controlled unit [1st update]
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Flying AI controlled unit [1st update]
Hi, This is an attempt at writing a complete AI for flying things that shoot, for now it is 1317 lines long and works rather well exept for the pathfinding part. Manual control of this thing is very limited, as it is meant to be AI controlled, using the pie menu you can order it to hold its position, protect the nearest friendly actor or attack. It can be found in the crafts section, and if you feel like dying you can play against it in the FAI massacre activity. This was sprited by Kettenkrad. Download:Attachment:
File comment: Balance update, swarm deployer, flying weapon fix
FAI-IIX.rar [152.85 KiB]
Downloaded 907 times
Old: Please tell me what you think of it. May the mighty crab of doom be your guide to the other world.(no he's not in this mod)
Attachments:
FAI.PNG [ 52.66 KiB | Viewed 13849 times ]
Last edited by Mehman on Sat Feb 11, 2012 1:39 pm, edited 3 times in total.
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Thu Feb 09, 2012 12:51 am |
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TheStragedyGuy
Joined: Sun Sep 11, 2011 11:48 pm Posts: 59
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Re: Flying AI controlled unit
more info would be good but heck ill download anyway
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Thu Feb 09, 2012 1:30 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Flying AI controlled unit
Alright Mehman, this thing doesn't come with any of your surprises right?
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Thu Feb 09, 2012 2:17 am |
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olo
Joined: Sun Feb 20, 2011 7:31 pm Posts: 21
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Re: Flying AI controlled unit
this is great . congratulations really great ai
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Thu Feb 09, 2012 3:07 am |
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Zyther96
Joined: Sun Apr 18, 2010 6:04 am Posts: 90
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Re: Flying AI controlled unit
As Mehman replies "Oh yeah, No hidden secrets here... well other than the occasional one going rouge and killing your whole team then taking over your brain... butttt heeeyyy thats only a 1 in 10 chance now-a-days..." XD
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Thu Feb 09, 2012 3:34 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: Flying AI controlled unit
God, FAI Massacre is god damn hard.
Those things are small, they move swiftly and they've got strong attacks. And they also come in groups of 10000 and will chew you up.
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Thu Feb 09, 2012 3:56 am |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: Flying AI controlled unit
I wonder how it would do vs a bunch of that other AI controlled robot? (Name, anyone?)
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Thu Feb 09, 2012 12:56 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Flying AI controlled unit
Asklar wrote: Alright Mehman, this thing doesn't come with any of your surprises right? Nope. Asklar wrote: God, FAI Massacre is god damn hard. Those things are small, they move swiftly and they've got strong attacks. And they also come in groups of 10000 and will chew you up. Well they are designed to work in groups: they have randomised caracteristics that make each one of them a bit different so that they won't be all stopped by the same obstacles or make the same errors, also they can repair eachother(that's the green glowy thing). [Insert Name Here] wrote: I wonder how it would do vs a bunch of that other AI controlled robot? (Name, anyone?) You mean the independant? Well that thing is so overpowered(sniper machineguns, nearly indestructible material, shield... etc) that my drones would need nuclear warheads to even scratch it. Seriously I don't think my drones have even one weapon that can damage these, exept maybe the convert beam, which ignores shields but does very little damage, has a short range and prevents its user from dodging bullets, so no matter how good my AI is, it won't beat the independant(which has a very good AI btw, I'm just complaining about the fact that it is even more op than my tank).
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Thu Feb 09, 2012 1:37 pm |
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Skeggy
Joined: Mon Aug 22, 2011 3:12 am Posts: 102
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Re: Flying AI controlled unit
OMG OMG OMGGGGGGGGGG There was OVER 9000 of them... Zealots, you lose
Edit: AAAAAAAAAAAAAAAAAH OMGWTF BBQ, THEY JUST STARTED DROPPING TO THE GROUND LIKE FLIES IF I ORDEEEEEEEEEEEEER edit 2: That was an interesting glitch
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Thu Feb 09, 2012 5:05 pm |
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Joseh123
Joined: Wed Feb 08, 2012 10:12 pm Posts: 611 Location: Brazil
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Re: Flying AI controlled unit
Hey, these robots can actually 'reproduce' by killing other units? And I can't understand why all those green/blue glows.
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Thu Feb 09, 2012 8:31 pm |
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Morbo
Joined: Mon Feb 06, 2012 10:52 pm Posts: 7
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Re: Flying AI controlled unit
Skeggy wrote: OMG OMG OMGGGGGGGGGG There was OVER 9000 of them... Zealots, you lose
Edit: AAAAAAAAAAAAAAAAAH OMGWTF BBQ, THEY JUST STARTED DROPPING TO THE GROUND LIKE FLIES IF I ORDEEEEEEEEEEEEER edit 2: That was an interesting glitch That was painful to read. Anyway, a very interesting mod. They are VERY challenging, especially with only 3k to spend. I used a bunch of General Industries' troops and a Space Marine Chaplain brain and put them in the left bunker on Verdun, and used the last 1200 to buy two gunships that were quickly destroyed. Even the Basilisk's Hellfires couldn't track them well. Didn't last two minutes.
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Thu Feb 09, 2012 9:05 pm |
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Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
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Re: Flying AI controlled unit
Morbo wrote: Anyway, a very interesting mod. They are VERY challenging, especially with only 3k to spend. I used a bunch of General Industries' troops and a Space Marine Chaplain brain and put them in the left bunker on Verdun, and used the last 1200 to buy two gunships that were quickly destroyed. Even the Basilisk's Hellfires couldn't track them well. Didn't last two minutes. Shoulda just used the Space Marine weapons! A single standard Bolt is enough to put them out of commission (Krakens seem to overpenetrate as usual) permanently, and the Las weapons are too fast for them to dodge - should only take three or four hits for a kill. Easiest if you use the Hellpistols or Hellgun to saturate their general vicinty. Lascannons will oneshot them but they're a small target and the Lascannon lasersight is offcenter, so hitting them can be tricky. The shotgun's wide spread might be effective as well, and the sheer number of projectiles should mess them up nicely. Spray and pray. Otherwise best way to fight them is to force them into tight quarters where they can't maneuver as well. Then spray. Those weapons are quite interesting too. Some kind of moderately powerful laser beam, a ballistic cannon, and a sort of... tractor/gravity beam? This might make a pretty nice script for armed Servo Skulls, actually, now that I think about it!
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Fri Feb 10, 2012 1:38 am |
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weegee
DRL Developer
Joined: Thu Jun 11, 2009 2:34 pm Posts: 966 Location: Moscow, Russia
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Re: Flying AI controlled unit
Pretty sweet, I guess that even just the beam of death would be enough for those babes and maybe no healing at all. They're swarm after all, who cares if a dozen or another of them die ))) I'd really like some mechanism to deploy the whole swarm at once, ordering one by one is a little bit annoying.
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Fri Feb 10, 2012 2:13 pm |
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Harzipan
Joined: Fri Aug 12, 2011 9:23 pm Posts: 1416 Location: North-Ish
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Re: Flying AI controlled unit
Fighting these with a small force is exhilarating. Although their swarm tactics reminds me of fighting the RETARDS, the FAI force me to fight tactically. I enjoy the lasers, but making them instantaneous is slightly overkill. Would it be possible to add either a visible charge time off, er, how about 1-2 seconds, or a slower flight time? Either would make fighting them more enjoyable.
Ah! I just remembered, neither of the guns on the Transport or the Hydra Gunship from the Air Support mod make the FAI dodge. I would assume that they are not coded to dodge attacks from air attacks.
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Fri Feb 10, 2012 10:15 pm |
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Mehman
Joined: Tue Nov 17, 2009 7:38 pm Posts: 909 Location: France
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Re: Flying AI controlled unit
Updated:More balaced, a bit more expensive, added a way to deploy a swarm. Nonsequitorian wrote: These are great, but they're way way OP. It's not how well they dodge, but the fact that they come with the weapons they come with. The laser is way too strong for how much they use it, and the tractor beam shouldn't be able to make my drop crates change direction. The bullets are the only thing that they should really be using, or the lasers in a really small quantity. Imagine the massive reactor the thing would have to have to power both a laser AND a tractor beam, AND the healing beam! And sometimes TWO at once! It's ridiculous.
EDIT: ALSO I really don't like how they make NO attempt at all to infiltrate a base and kill the brain. They just kinda wait outside the entrance and literally, and I mean literally, rape any actor who tries to be at all near it. It physically rapes all actors with it's super powered laser beam thing of death and doom, demise and destruction.
It's just kinda dumb.
Now normally I'd just let it all go and say it isn't worth the download, but your AI is still really good. In fact, it's the only reason I want to give criticism at all. The AI is awesome, but the weapons are just way too strong for such a tiny (not to mention cheap) guy. I just updated this to make them less op and crush some bugs: they will use the laser much less frequently, plus they can't dodge while using it, also I tried to make them infiltrate bases, but it isn't that easy, still they sould do it on some occasions. Also they now cost 75 instead of 50. weegee wrote: Pretty sweet, I guess that even just the beam of death would be enough for those babes and maybe no healing at all. They're swarm after all, who cares if a dozen or another of them die ))) I'd really like some mechanism to deploy the whole swarm at once, ordering one by one is a little bit annoying. Now they use the beam much less often, same for the healing, they will only do it if one of their comrades is nearly destroyed. Also I added a swarm deployer(deployes 6 at a time, plus they are cheaper that way). Harzipan wrote: Fighting these with a small force is exhilarating. Although their swarm tactics reminds me of fighting the RETARDS, the FAI force me to fight tactically. I enjoy the lasers, but making them instantaneous is slightly overkill. Would it be possible to add either a visible charge time off, er, how about 1-2 seconds, or a slower flight time? Either would make fighting them more enjoyable.
Ah! I just remembered, neither of the guns on the Transport or the Hydra Gunship from the Air Support mod make the FAI dodge. I would assume that they are not coded to dodge attacks from air attacks. Well they are the same kind of actors as the retards, so there is clearly some similarity, but the coding is not based in any way on the retards. About the lasers they constantly charge, that way they are always ready for combat, but now I made the charge time much longer, also while they fire it they can't dodge anything. About the air attacks they should dodge them too, they are coded to dodge MOPixels and AEmitters, but I'll look into it.
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Sat Feb 11, 2012 1:52 pm |
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