View unanswered posts | View active topics It is currently Thu Jan 16, 2025 8:23 am



Reply to topic  [ 36 posts ]  Go to page 1, 2, 3  Next
 Stand Ground AI Mode? 
Author Message

Joined: Tue Aug 26, 2008 2:21 am
Posts: 36
Reply with quote
Post Stand Ground AI Mode?
Most of the time my soldiers decide to drop their own body onto an enemy instead of using the sniper rifle I equipped them with.

Shouldn't there be an AI mode where an actor will not walk towards their target, and just skip right to shooting?


Sun Nov 08, 2009 9:19 am
Profile
User avatar

Joined: Mon Apr 13, 2009 12:27 pm
Posts: 813
Location: Yogyakarta, Indonesia. A slice o' paradise.
Reply with quote
Post Re: Stand Ground AI Mode?
Maybe next build kiddo. I heard customizable AI is coming.


Sun Nov 08, 2009 10:07 am
Profile YIM WWW
User avatar

Joined: Tue Oct 13, 2009 4:23 pm
Posts: 915
Location: Blighty
Reply with quote
Post Re: Stand Ground AI Mode?
Customisable AI? So does that mean i can give my soldiers different roles? Like assault, sniper, ect.


Sun Nov 08, 2009 12:25 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Stand Ground AI Mode?
How about someone just cook up a Lua script which makes the thingo AImode.crouch=false or something (it was something like that) after checking if it was under player control or not.


Sun Nov 08, 2009 12:28 pm
Profile WWW
User avatar

Joined: Thu May 15, 2008 11:40 am
Posts: 1527
Location: In heaven, everything is fine.
Reply with quote
Post Re: Stand Ground AI Mode?
One of the most annoying thing among all the annoying things in CC.


Sun Nov 08, 2009 1:07 pm
Profile
User avatar

Joined: Tue Oct 13, 2009 4:23 pm
Posts: 915
Location: Blighty
Reply with quote
Post Re: Stand Ground AI Mode?
The Decaying Soldat wrote:
One of the most annoying thing among all the annoying things in CC.

more annoying than... Walkpaths?


Sun Nov 08, 2009 1:26 pm
Profile
User avatar

Joined: Sun May 11, 2008 12:50 pm
Posts: 899
Reply with quote
Post Re: Stand Ground AI Mode?
Who said walkpaths are annoying?


Sun Nov 08, 2009 2:02 pm
Profile WWW
DRL Developer
DRL Developer

Joined: Fri May 15, 2009 10:29 am
Posts: 4107
Location: Russia
Reply with quote
Post Re: Stand Ground AI Mode?
Matty did. Can't say I agree with him.


Sun Nov 08, 2009 2:39 pm
Profile
User avatar

Joined: Wed Sep 09, 2009 3:16 am
Posts: 3032
Location: Somewhere in the universe
Reply with quote
Post Re: Stand Ground AI Mode?
i say programming walkpaths r annoying but, your sniper, or (w.e) always instantly hits the ground like crawl mode, usually throwing the actor off te dge or through a bunker bit window. Really annoying since its hard and lengthy to get the actor back to it's station assuming its not outside of the bunker.


Mon Nov 09, 2009 1:21 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Stand Ground AI Mode?
function Update(self)
if self.AIMode == whatever the hell sentry is then
self.PinStrength = 1000;
end
end


Mon Nov 09, 2009 7:46 am
Profile
User avatar

Joined: Fri Jul 24, 2009 9:03 am
Posts: 159
Reply with quote
Post Re: Stand Ground AI Mode?
Grif wrote:
function Update(self)
if self.AIMode == whatever the hell sentry is then
self.PinStrength = 1000;
end
end


Could that be:
if self.AIMode ~= 1 then
this means if it isn't player controlled, would the pining effect go away after re-selecting?

Alternativley you can use:
actor:GetController().InputMode = 3
and use some more Lua to create an artificial aim for your troops.

This could become a small mod, "Tactical Ai" it could work of key combinations.


Mon Nov 09, 2009 9:14 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Stand Ground AI Mode?
function Update(self)
if self:GetController():IsPlayerControlled() == false then
self.PinStrength = 999;
end
end

that'd pin any troops you're not actively moving, though I'm not sure about the function name.


Mon Nov 09, 2009 3:50 pm
Profile

Joined: Fri Aug 15, 2008 6:17 pm
Posts: 318
Reply with quote
Post Re: Stand Ground AI Mode?
Doesn't that mean that if you switch actors in mid-air, they are pinned in the air?


Mon Nov 09, 2009 8:44 pm
Profile
User avatar

Joined: Fri Jul 24, 2009 9:03 am
Posts: 159
Reply with quote
Post Re: Stand Ground AI Mode?
Yes, that's one downside, unless you use the AIMode method and add a Lua controlled aim, or just a simple check like the one darkstorm uses to check the shinobi knife and if the target is grounded, apparently an AI controlled aim shouldn't be too hard. I think the function name is right though, it runs every frame, although it could use an:
else self.PinStrength = 0


Mon Nov 09, 2009 8:54 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Stand Ground AI Mode?
Isn't there a thing that's like AIMode.Crouch? I'm pretty sure there is, and I'm also pretty sure it can be disabled.


Tue Nov 10, 2009 4:25 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 36 posts ]  Go to page 1, 2, 3  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.048s | 14 Queries | GZIP : Off ]