Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » AI scripts!
AI scripts! [message #332751] Sat, 31 May 2008 09:17 Go to next message
HeavyX101- Left is currently offline  HeavyX101- Left
Messages: 633
Registered: April 2008
Location: WindowsJail=ZipFolder
Karma: 0
Colonel
Do you guys know good scripts that would make the AI behave better?

This account is no longer being active.
Re: AI scripts! [message #333220 is a reply to message #332751] Tue, 03 June 2008 20:22 Go to previous messageGo to next message
Genesis2001
Messages: 1397
Registered: August 2006
Karma: 0
General (1 Star)
I gave all my half-done AI Scripts (Advanced AI!) to Reborn here a while ago. I think I may have to resend them as he didn't receive them Angry

And, they're not public yet, but will, I hope, one day be Smile

*closed source that is*

~Zack
Re: AI scripts! [message #333224 is a reply to message #332751] Tue, 03 June 2008 21:09 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
Messages: 1830
Registered: September 2005
Location: Temple of Nod
Karma: 0
General (1 Star)
PLECOS MASTER
M00_Action is the best AI script Renegade has to offer.
Re: AI scripts! [message #333227 is a reply to message #332751] Tue, 03 June 2008 21:14 Go to previous messageGo to next message
Genesis2001
Messages: 1397
Registered: August 2006
Karma: 0
General (1 Star)
http://forums.dcomproductions.net/viewtopic.php?f=24&t=787

That's a link to a preview of my AI...Yes, I already know that's a lot of weapon spawners. You can only guess how much lag there was in the server... :\

So far, those weapon spawners only represent my major flaw in the system. I had a bit of help from dp88 for the logical progression of calculations. Wink

~Zack
Re: AI scripts! [message #333233 is a reply to message #333224] Tue, 03 June 2008 22:31 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
Canadacdn wrote on Tue, 03 June 2008 21:09

M00_Action is the best AI script Renegade has to offer.

really how so?
Re: AI scripts! [message #333318 is a reply to message #332751] Wed, 04 June 2008 12:22 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
Messages: 3069
Registered: August 2007
Karma: 0
General (3 Stars)
Permabanned for trying and failing DDoS
Zack could you make a small Video ? (o_O) because the Picture doesnt show something special...
Re: AI scripts! [message #333663 is a reply to message #333224] Fri, 06 June 2008 11:22 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
Canadacdn wrote on Tue, 03 June 2008 21:09

M00_Action is the best AI script Renegade has to offer.

tell me how to set it up please?
Re: AI scripts! [message #333733 is a reply to message #333663] Fri, 06 June 2008 18:25 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
Messages: 1471
Registered: August 2006
Location: Australia, Sydney
Karma: 0
General (1 Star)
SSnipe wrote on Sat, 07 June 2008 04:22

Canadacdn wrote on Tue, 03 June 2008 21:09

M00_Action is the best AI script Renegade has to offer.

tell me how to set it up please?

Same here. Haven't got a clue what most of the options do.


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: AI scripts! [message #333736 is a reply to message #333733] Fri, 06 June 2008 18:51 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
Dthdealer wrote on Fri, 06 June 2008 18:25

SSnipe wrote on Sat, 07 June 2008 04:22

Canadacdn wrote on Tue, 03 June 2008 21:09

M00_Action is the best AI script Renegade has to offer.

tell me how to set it up please?

Same here. Haven't got a clue what most of the options do.

i pmed him and asked but i guess hes ignoring me
Re: AI scripts! [message #333739 is a reply to message #333736] Fri, 06 June 2008 19:26 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
Messages: 1471
Registered: August 2006
Location: Australia, Sydney
Karma: 0
General (1 Star)
SSnipe wrote on Sat, 07 June 2008 11:51

Dthdealer wrote on Fri, 06 June 2008 18:25

SSnipe wrote on Sat, 07 June 2008 04:22

Canadacdn wrote on Tue, 03 June 2008 21:09

M00_Action is the best AI script Renegade has to offer.

tell me how to set it up please?

Same here. Haven't got a clue what most of the options do.

i pmed him and asked but i guess hes ignoring me

He probably doesn't know or is away somewhere.

Edit: This is what I have worked out so far.

Startnow=Booleen (whether it starts automatically or not)
RecieveType=Variable (probably to do with customs)
Receive_Param_On=Booleen (Parameter to receive to activate script)
Receive_Param_Off=Variable(Parameter to receive to deactivate script)
ActionPriority=Variable (probably to do with how many times the script runs per second)
ActionID=Variable
_Move_Target_ID=Variable (what object ID to hunt down)
_Move_Following=Booleen
_Move_Destination=Coords (Where to go to on map)
_Move_WayPath_ID=Variable (ID of waypath to follow)
_Move_Waypath_Start_ID=Variable (ID of waypath starting point)
_Move_Waypath_End_ID=Variable (ID of waypath ending point)
_Move_Waypath_Splined=Booleen
_Move_Arrive_Distance=Variable (How far to stop from target object/coords)
_Move_Speed=Variable (Speed multiplier of max vehicle speed (0.5 for half speed, 1.0 for full etc))
_Move_Crouch=Booleen (Probably if the unit crouches for all movements)
_Move_Backwards=Booleen (causes the unit to walk/drive backwards)
_Move_PathFind=Booleen
_Attack_Target_ID=Variable (target ID to hunt and kill)
_Attack_Location=Coords (location to hunt and kill)
_Attack_Range=Variable (How far away the unit needs to be to the Location/Object until the attack starts)
_Attack_Deviation=Booleen
_Attack_Primary=Booleen (uses the primary weapon or not)
_Attack_Crouched=Booleen (crouch when attacking)
Debug_Mode=Booleen

Booleen=1 for yes, 0 for no
Variable=Any number
Coords=The XYZ coordinates of somewhere.


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Fri, 06 June 2008 19:54]

Report message to a moderator

Re: AI scripts! [message #333741 is a reply to message #333739] Fri, 06 June 2008 19:33 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
Dthdealer wrote on Fri, 06 June 2008 19:26

SSnipe wrote on Sat, 07 June 2008 11:51

Dthdealer wrote on Fri, 06 June 2008 18:25

SSnipe wrote on Sat, 07 June 2008 04:22

Canadacdn wrote on Tue, 03 June 2008 21:09

M00_Action is the best AI script Renegade has to offer.

tell me how to set it up please?

Same here. Haven't got a clue what most of the options do.

i pmed him and asked but i guess hes ignoring me

He probably doesn't know or is away somewhere.

blah i messaged him a few weeks back for info on something he said and never answered that one so im pretty sure hes not answering any of mine Wink anyways can anyone say howw to set this up?
Re: AI scripts! [message #334037 is a reply to message #332751] Sun, 08 June 2008 09:19 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
so how do we set it up!
Re: AI scripts! [message #334047 is a reply to message #334037] Sun, 08 June 2008 09:45 Go to previous messageGo to next message
Canadacdn is currently offline  Canadacdn
Messages: 1830
Registered: September 2005
Location: Temple of Nod
Karma: 0
General (1 Star)
PLECOS MASTER
SSnipe wrote on Sun, 08 June 2008 09:19

so how do we set it up!


Dthdealer explained how it works quite nicely. Just attach the script to the object or preset and set it up using whatever settings you want.
Re: AI scripts! [message #334078 is a reply to message #332751] Sun, 08 June 2008 12:47 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
so sorry i did not see him edit that post

[Updated on: Sun, 08 June 2008 12:54]

Report message to a moderator

Re: AI scripts! [message #334152 is a reply to message #332751] Sun, 08 June 2008 19:33 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
does it work with tanks or infantry?
Re: AI scripts! [message #334163 is a reply to message #334152] Sun, 08 June 2008 20:08 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
Messages: 1471
Registered: August 2006
Location: Australia, Sydney
Karma: 0
General (1 Star)
SSnipe wrote on Mon, 09 June 2008 12:33

does it work with tanks or infantry?

Both Big Grin


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: AI scripts! [message #334171 is a reply to message #334163] Sun, 08 June 2008 20:55 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
Dthdealer wrote on Sun, 08 June 2008 20:08

SSnipe wrote on Mon, 09 June 2008 12:33

does it work with tanks or infantry?

Both Big Grin

woot! now lets hope my lvl or server dont crash!
Re: AI scripts! [message #334174 is a reply to message #332751] Sun, 08 June 2008 21:08 Go to previous messageGo to next message
jonwil is currently offline  jonwil
Messages: 3557
Registered: February 2003
Karma: 0
General (3 Stars)

Here is some information Greg Hjelstrom gave me many years ago on the M00_Action script.
_Move_Target_ID = The Target ID to move towards.
_Move_Following = Whether this unit should follow the Target ID or not.
_Move_Destination = The Vector3 location of the movement destination.

_Move_Waypath_ID = The ID of a waypath to follow.
_Move_Waypath_Start_ID = The starting point to use on the waypath.
_Move_Waypath_End_ID = The ending point to use on the waypath.
_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
_Move_Waypath_Looping = If the unit should circle on the waypath.

_Move_Patrol_Radius = A radius to use if patrolling an area.
_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.

_Move_Arrive_Distance = The distance to close to with the destination.
_Move_Speed = The speed at which the unit moves.
_Move_Crouch = Whether to move crouched or not.
_Move_Backwards = Whether to move backwards or not.
_Move_Pathfind = Whether to use pathfinding data for movement or not.

_Attack_Target_ID = The attack target's ID.
_Attack_Location = The location of the attack (if no target).

_Attack_Range = The maximum effective range of the attack.
_Attack_Deviation = The deviation of the attack.
_Attack_Primary = Whether to use the primary weapon or not.
_Attack_Crouched = Whether to crouch when firing or not.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: AI scripts! [message #334175 is a reply to message #334174] Sun, 08 June 2008 21:15 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
Messages: 4121
Registered: May 2007
Location: Riverside Southern Califo...
Karma: 0
General (4 Stars)
jonwil wrote on Sun, 08 June 2008 21:08

Here is some information Greg Hjelstrom gave me many years ago on the M00_Action script.
_Move_Target_ID = The Target ID to move towards.
_Move_Following = Whether this unit should follow the Target ID or not.
_Move_Destination = The Vector3 location of the movement destination.

_Move_Waypath_ID = The ID of a waypath to follow.
_Move_Waypath_Start_ID = The starting point to use on the waypath.
_Move_Waypath_End_ID = The ending point to use on the waypath.
_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
_Move_Waypath_Looping = If the unit should circle on the waypath.

_Move_Patrol_Radius = A radius to use if patrolling an area.
_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.

_Move_Arrive_Distance = The distance to close to with the destination.
_Move_Speed = The speed at which the unit moves.
_Move_Crouch = Whether to move crouched or not.
_Move_Backwards = Whether to move backwards or not.
_Move_Pathfind = Whether to use pathfinding data for movement or not.

_Attack_Target_ID = The attack target's ID.
_Attack_Location = The location of the attack (if no target).

_Attack_Range = The maximum effective range of the attack.
_Attack_Deviation = The deviation of the attack.
_Attack_Primary = Whether to use the primary weapon or not.
_Attack_Crouched = Whether to crouch when firing or not.


thank you for that you just helped a lot of people
Re: AI scripts! [message #334209 is a reply to message #334175] Mon, 09 June 2008 02:53 Go to previous message
Veyrdite is currently offline  Veyrdite
Messages: 1471
Registered: August 2006
Location: Australia, Sydney
Karma: 0
General (1 Star)
SSnipe wrote on Mon, 09 June 2008 14:15

jonwil wrote on Sun, 08 June 2008 21:08

Here is some information Greg Hjelstrom gave me many years ago on the M00_Action script.
_Move_Target_ID = The Target ID to move towards.
_Move_Following = Whether this unit should follow the Target ID or not.
_Move_Destination = The Vector3 location of the movement destination.

_Move_Waypath_ID = The ID of a waypath to follow.
_Move_Waypath_Start_ID = The starting point to use on the waypath.
_Move_Waypath_End_ID = The ending point to use on the waypath.
_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
_Move_Waypath_Looping = If the unit should circle on the waypath.

_Move_Patrol_Radius = A radius to use if patrolling an area.
_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.

_Move_Arrive_Distance = The distance to close to with the destination.
_Move_Speed = The speed at which the unit moves.
_Move_Crouch = Whether to move crouched or not.
_Move_Backwards = Whether to move backwards or not.
_Move_Pathfind = Whether to use pathfinding data for movement or not.

_Attack_Target_ID = The attack target's ID.
_Attack_Location = The location of the attack (if no target).

_Attack_Range = The maximum effective range of the attack.
_Attack_Deviation = The deviation of the attack.
_Attack_Primary = Whether to use the primary weapon or not.
_Attack_Crouched = Whether to crouch when firing or not.


thank you for that you just helped a lot of people

Hell Yeah!

On a related note, is the first player (who joined the server) Object ID 1? If not does this script cause the AI to attack at target at the specified location or just shoot at the coords?


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Previous Topic: A Few Things
Next Topic: Object Collision errors
Goto Forum:
  


Current Time: Mon Oct 28 04:29:00 MST 2024

Total time taken to generate the page: 0.01657 seconds