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Gibbed
Joined: Tue Mar 09, 2010 3:03 am Posts: 1
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Smarter AI?
The AI are odd to me. I can either put my brain in a box mid-air and be entirely safe, using dummies with snipers that last until the end of time, or I can buy some big-ass robot with a machine gun and get mowed down in a matter of seconds by desert eagles if I get too close. There's no in between, and I think this is because the game's AI is lacking so things just die really quickly to increase threat.
Is there any way to get them to, you know, snipe me with their sniper instead of waiting until they can just bludgeon me to death with it?
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Tue Mar 09, 2010 3:06 am |
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wiffles
Joined: Fri May 08, 2009 1:39 am Posts: 482 Location: Playing a children's card game
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Re: Smarter AI?
Not really, at the moment, the AI is special with a capital RETARD, so your best bet is: theese guys viewtopic.php?f=61&t=17905&start=15 they have a special bit of sparkly magic that makes them hunt the nearest opponent.
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Tue Mar 09, 2010 3:29 am |
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ShnitzelKiller
Joined: Sun Mar 22, 2009 7:30 am Posts: 168
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Re: Smarter AI?
Another thing about the AI is how they tend to kill each other if put too closely together... frying each others' heads off with jetpacks, randomly gibbing on contact, etc... this makes it hard to put many enemies in one spot.
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Wed Mar 10, 2010 3:08 am |
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Captain Kickass
Joined: Thu Mar 11, 2010 11:54 pm Posts: 7
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Re: Smarter AI?
I find it quite funny seeing them tumble around with out a clue, however on the last mission (assualt on preci- dummy 13) the AI are clever as to when they have spotted you they are clever and pick off you inside the base, before mounting a assault on your base.
Also, yeah, I won that mission because they killed themselves... somehow :3
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Fri Mar 12, 2010 12:02 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Smarter AI?
maby you could make a lua script that will alter the units perceptiveness if an enemy unit is within a certain range? it would be a good temp fix, assuming that you can access perceptiveness via lua.
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Fri Mar 12, 2010 12:33 am |
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Captain Kickass
Joined: Thu Mar 11, 2010 11:54 pm Posts: 7
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Re: Smarter AI?
lafe wrote: maby you could make a lua script that will alter the units perceptiveness if an enemy unit is within a certain range? it would be a good temp fix, assuming that you can access perceptiveness via lua. That would make AI snipers pointless?
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Fri Mar 12, 2010 12:38 am |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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Re: Smarter AI?
Captain Kickass wrote: lafe wrote: maby you could make a lua script that will alter the units perceptiveness if an enemy unit is within a certain range? it would be a good temp fix, assuming that you can access perceptiveness via lua. That would make AI snipers pointless? no, that would make ai snipers work. meaning, the ai functions normaly close range, normaly medium range, but if the player is within a set distances, about sniping range, then the ais perceptiveness perks up to the necessary level. a clone with high perceptiveness that i made once, could shoot down ds's from half of flat zone large away, using a peacemaker. but that would make the ai too op. but if you have it raise to the proper level depending on distance, you could get a good sniper who isn't omnipotent all the time.
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Fri Mar 12, 2010 1:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Smarter AI?
Guys, there's going to be an AI update function for actors next build, Dan said so himself. You can do it now, but you also have to go to the extra hassle of disabling the current AI's idiocy.
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Fri Mar 12, 2010 2:00 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Smarter AI?
Data wrote: Next build should have a Lua-based AI Update function that will override the native C++ one in there right now. oh data you so noncommittal
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Fri Mar 12, 2010 2:55 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Smarter AI?
Oh ♥♥♥♥ scratch that come back in 3 years, no AI update till then. I love how he's just going to leave the current cpp AI in its current state by all indications.
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Fri Mar 12, 2010 4:29 am |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Smarter AI?
Indeed. I almost don't want B24 to come out because I gather it will just bring in more questions about why X content that wasn't ready and why it won't be until Y time has passed.
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Fri Mar 12, 2010 4:33 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Smarter AI?
I tried making advanced AI, but the function self:IsWithinRange(actor.pos) doesn't work yet, so its impossible to make enhanced AI that knows how to use sniper rifles, etc. We'll just have to wait for the next build.
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Fri Mar 12, 2010 5:30 am |
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TheLastBanana
DRL Developer
Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
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Re: Smarter AI?
That function isn't hard at all to recreate. You can get a HeldDevice's SharpLength, and you can easily check distance. You could even do a terrain check with some raycasts.
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Fri Mar 12, 2010 6:42 am |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Smarter AI?
I'd like some craft AI that will avoid gently floating into open gaping holes in the surface of the planet to their death, as well as avoiding one another in the air to the best of their ability.
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Fri Mar 12, 2010 10:45 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Smarter AI?
They already sort of avoid each other in mid-air.
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Fri Mar 12, 2010 12:03 pm |
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