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JFW_CPU_Neo_Vehicle_Ai [message #423297] Mon, 22 March 2010 20:49 Go to next message
Killer is currently offline  Killer
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I have JonWil's LE and there's no "JFW_CPU_Neo_Vehicle_Ai" script in the list. Is there any way I can get/add that?

Also what about this "multi scripts loader"?


Blub (-'.'-)
Re: Hello! (Lots of Renegade Questions) [message #423311 is a reply to message #423297] Mon, 22 March 2010 22:42 Go to previous messageGo to next message
Sean is currently offline  Sean
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Killer wrote on Mon, 22 March 2010 21:49

I have JonWil's LE and there's no "JFW_CPU_Neo_Vehicle_Ai" script in the list. Is there any way I can get/add that?

Also what about this "multi scripts loader"?


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Re: Hello! (Lots of Renegade Questions) [message #423397 is a reply to message #423311] Tue, 23 March 2010 13:13 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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Script isn't made by jfw, its made by cpu, go to sourceforge.net and download cpu killers' multiscripts loader and his scripts, then you can use the script named CPU_Neo_Vehicle_AI.

Re: JFW_CPU_Neo_Vehicle_Ai [message #423411 is a reply to message #423297] Tue, 23 March 2010 14:29 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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pretty sure CPU_Neo_Vehicle_Ai is included in 3.4.4... I've used it and it works fine...

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Re: JFW_CPU_Neo_Vehicle_Ai [message #423428 is a reply to message #423297] Tue, 23 March 2010 17:19 Go to previous messageGo to next message
Killer is currently offline  Killer
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I downloaded "multi_jfw_cpu-1.0.0-binaries.zip" and extracted to Renegade Folder, have scripts 3.4.4, and Neither CPU_Neo_Vehicle_Ai nor JFW_CPU_Neo_Vehicle_Ai appear in LE script list. Am I supposed to add them somehow?

Blub (-'.'-)

[Updated on: Tue, 23 March 2010 17:20]

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Re: JFW_CPU_Neo_Vehicle_Ai [message #423453 is a reply to message #423297] Wed, 24 March 2010 00:55 Go to previous messageGo to next message
TNaismith
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It sounds like you might be referring to the following tutorial on RenegadeHelp.net: Advanced Bot Tutorial

If so, I'm under the impression that it isn't officially part of 3.4.4 scripts right now, the version included in 3.4.4 is a beta test version, and isn't fully functional -- at least according to the README10 document located within the 3.4.4 scripts directory:

I've highlighted the sections where it mentions the script is still in beta/not fully functional. I do think it's included properly in the 4.0 scripts release though. (Which hasn't been released yet by Tiberium Technologies)
Quote:


; ************************* Scripts by Joshua "NeoSaber" Kraft *************************



================================================================================ ====================

; ************************* [Script Name] Neo_CreateObject_RandomTimer

================================================================================ ====================

[Description]

- This script creates a preset at the position of the object it is attached to, and sets the newly created preset to face the same way as the attached object does. It does so at random intervals, that come between the Min and Max parameters.

[Parameters]

- Preset_Name (The name of the preset to create. Default is 'blank')

- Min (Minimum value that random time could be. Default is 0.0)

- Max (Maximum value that random time could be. Default is 60.0)

- Repeat (Determines if timer starts again when it runs out. 1 = yes, 0 = no. Default is 1)

[NOTES]

- This script should probably be attached to a Daves Arrow that is placed on the map. If set to repeat, when the timer runs out the preset will be created and it will choose a new random number to set the timer to. It will continue to do so indefinitely.

================================================================================ ====================

; ************************* [Script Name] Neo_Vehicle_AI

================================================================================ ====================

[Description]

- Early version of an AI script for vehicles. It can guard allies, hunt down enemies, and does a basic threat assessment on targets. It checks if targets are vehicles or soldiers, players or not players, and distance to determine which targets are a priority to attack.

[Parameters]

- MaxRange (The maximum range, in meters, that the vehicle will attack enemies. Default is 0.0)

- vsSoldier (Ammo to use against Soldiers. Primary = 1, Secondary = 0. Default is 1)

- vsVehicle (Ammo to use against ground Vehicles. Primary = 1, Secondary = 0. Default is 1)

- vsAircraft (Ammo to use against Aircraft. Primary = 1, Secondary = 0. Default is 1)

[NOTES]

- This script should be attached to a vehicle. It doesn't yet account for players getting in and out of a vehicle so transitions should be disabled on any vehicle this is attached to. Restrictions on the vehicle's turret rotation can cause the AI to get confused in combat.

- The script currently responds to damage, sounds, and sighting enemies. When idle, if it is shot by an ally it will attempt to guard that ally. If instead it is shot by or sees an enemy it will hunt that enemy. When its target dies (whether it be an ally to guard or an enemy to kill) it will return to idle. If hunting and it finds a higher priority target, it will attack the new target instead. An example of this would be if it was hunting an AI soldier and it sees a player. Players rank as a greater threat than bots so it would turn its attention towards the player. However, if it was hunting an AI vehicle and saw a player walking around it would continue to attack the vehicle since a player walking around ranks as a lower threat than a vehicle.

- This script can also respond to several customs. The code that checks for customs may not be working right yet, so make use of it at your own risk. Here are 4 of the customs it may respond to:

- 127127: hunt at location of sender
- 781781: hunt a new player (sender)
- 329329: guard location of sender
- 983983: guard a new player (sender)

- This script is still a beta, so future versions of the script may be incompatible with this version.


Personally I've tried this script myself, and it doesn't quite work. My vehicles end up staring at each other as if they want to attack, but they refuse to commence firing. They move around initially if I set a M08_Goto_Point on a Dave's Arrow, or if I set a waypath, but within less than a minute into starting up the map, they don't do much else.

Not sure if I helped that much, but good luck anyways. I have been trying to get this script working properly, but I've just resigned myself to waiting for 4.0 to be released.


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Re: JFW_CPU_Neo_Vehicle_Ai [message #423662 is a reply to message #423453] Thu, 25 March 2010 11:41 Go to previous messageGo to next message
The Party is currently offline  The Party
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He (CPUKiller) has some Tut somewhere has a link for those scripts in it.

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Re: JFW_CPU_Neo_Vehicle_Ai [message #423685 is a reply to message #423662] Thu, 25 March 2010 14:55 Go to previous message
Jerad2142 is currently offline  Jerad2142
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The CPU script is 1000x times better then the Neo script, as the vehicles know to back up when stuck and switch weapons on certain targets. Also listens for sounds and will investigate them.

As for using the CPU scripts you'll have to put the multiscripts loader (named scripts.dll) in the ren directory, (but before you do that make sure to rename scripts.dll to scripts_jfw.dll or something like that). Finally put scripts_cpu in the ren directory and that part is done, then copy those scripts into the LE->mod->scripts folder. (Notice: mutiscripts loader will not work right with jonwil's version of LE, you need the original to get it to work in the level editor).


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