i think the hl2 friendly ai is quite nice.... maybe too nice....
citizen with pistol vs metro with smg
citizen wins
Imagine: FEAR ai in source.
I would flooking kill for it. But the combine are smart enough, they just get killed to quick to show of thier smartness
[QUOTE=General Omega;21597059]Never say HL2's AI is fancy. A paint can can fool it.
[media]http://www.youtube.com/watch?v=e0WqAmuSXEQ[/media][/QUOTE]
It really is, "I cant see him, he cant see me." formula there.
in gmod spawn a hunter in a css map.
This made me remember the ps1 racing games where every car had its own movement path for every track and the shooters where enemys could lock onto you within 1 second and would never miss :D
[QUOTE=minilandstan;21597368]They are a lot more helpful
I mean take MW2 for example, you have teammates, but they don't do anything. ANYTHING.
This AI at least has the people firing at other people. They can also HIT and KILL others.[/QUOTE]
Any Call of Duty game. The AI has never changed, only the graphics. Those games have quite possible the worst AI I have ever played against. CoD:WaW and MW2 being the worst of the worst. The AI in Soldier of Fortune from 1996 has better AI.
[QUOTE=GameDev;21597017]That uses Havok AI.[/QUOTE]
Are you sure about that?
[QUOTE=GameDev;21597017]That uses Havok AI.[/QUOTE]
it does?
[QUOTE=kaneangel2012;21608033]in gmod spawn a hunter in a css map.[/QUOTE]
Yeah this pretty much makes you a dead man.
I remember a TF2 medic bot staying in spawn and healing me while I was half-afk. Then it followed me a bit, but ran back to spawn as if it was scared. I ran back and let him heal me again as comfort. I really thought we got a real connection going on, but then he switched to demo and he never healed me again :gonk:
[QUOTE=Zirk;21608290]Any Call of Duty game. The AI has never changed, only the graphics. Those games have quite possible the worst AI I have ever played against. CoD:WaW and MW2 being the worst of the worst. The AI in Soldier of Fortune from 1996 has better AI.[/QUOTE]
The call of duty series, apart from MW2, Have absolutly NO AI.
It's all script.
[QUOTE=OrYgin;21610898]The call of duty series, apart from MW2, Have absolutly NO AI.
It's all script.[/QUOTE]
you are absolutely wrong
[QUOTE=Juniez;21614317]you are absolutely wrong[/QUOTE]
They are really really really really dumb AI. They just sit in one spot and throw grenades if you're behind cover. Your allies literally just stare at the AI and fire 1 bullet ever 5 seconds.
I spose this is so it's not too challenging or something :frogdowns:
[QUOTE=JLea;21621611]They are really really really really dumb AI. They just sit in one spot and throw grenades if you're behind cover. Your allies literally just stare at the AI and fire 1 bullet ever 5 seconds.
I spose this is so it's not too challenging or something :frogdowns:[/QUOTE]
I thought it was so you could be the hero all the time
I remember playing Resistance 1&2 and seeing the AI take cover and advance in groups made me shit my pants.
You are supposed to be a one man army against the chimeran horde.
I thought that the bots in CSS were pretty cool when watching them through first person. It is hard to create perfect AI but the multiplayer bots in most Valve games are amazing to me.
[QUOTE=Juniez;21622092]I thought it was so you could be the hero all the time[/QUOTE]
that's (originallly) what differentiated cod from other games
instead of being uber guy with powers / suit (halo, half life) you were just the average soldier, so allies were supposed to be good :/
[quote]Spawn a hunter in a CSS map[/quote]
I'm going to try this right now, I'll record
Wow, I'll admit that hunter was a crafty fucker. In one of the videos I took he waited until I opened a menu before blasting me with flechettes.
This video is NOT the above
[media]http://www.youtube.com/watch?v=GCMOklyYw7o[/media]
The advanced thing is the AI can take a lot of input from sight, sound, smell, team mates and such. If you just read on the valve wiki about AI you'll see.
[QUOTE=BmB;21630843]The advanced thing is the AI can take a lot of input from sight, sound, smell, team mates and such. If you just read on the valve wiki about AI you'll see.[/QUOTE]
Smell?
What.
L4D(2) SI AI in incredible.
If you mix humans and bots in an SI team and name them so that you can't tell who is a bot, it's pretty damn hard to figure out who's a bot.
Unless you spectate from their point of view, bots look around in a more robotic manner.
[QUOTE=WeztPoint;21631097]Smell?
What.[/QUOTE]
They smell your fear.
[QUOTE=Smasher 006;21590102]You have to admit though, the facial expressions are some of the best you can see in a game.[/QUOTE]
Remember back in the days where characters' mouth simply moved up and down whenever they talked.
[QUOTE=General Omega;21597059]Never say HL2's AI is fancy. A paint can can fool it.
[media]http://www.youtube.com/watch?v=e0WqAmuSXEQ[/media][/QUOTE]
"I'll just hold this can in front of me."
"It's fucking foolproof."
[QUOTE=WeztPoint;21631097]Smell?
What.[/QUOTE]
Hahaha, yea. AI that smell corpses become alert, and the Bullsquid uses smells to find things like headcrabs to eat.
Compared to most AI systems of its time, Source had insane AI, it relies on predefined paths, but makes choices by itself. Each path has links to others, and nodes along the way, if the AI wants to assult it gets close to the action and finds a cover node to hide behind, if it gets seperated from its squad it tries to catch up. And as said earlier, it flanks. Compare it to a mainstream game such as CoD, after spawning the AI will run to a certain point and stay there until a grenade gets near it, then it might run, but it will always return there. In Source the AI might run, but will then try and get to the nearest cover node or the node with best tatical choices.
But compared to some AI now, it shows its age at times.
A good example of AI adaption would be the Gunship. It was programmed to shoot at the highest threat (which they meant to be Gordon), but it shot at the higher threat: Gordon's rockets. It's like Black and White's AI, but for enemies. (For the record, Black and White uses basic conditioning and reasoning for its creature AI. The regular soldier Ai, on the other hand...)
[QUOTE=subenji99;21599178]If you were to ask me what I think has the worst AI, I would say the Tank. It's basically just the HL2 zombie AI, tweaked slightly.[/QUOTE]
It's got nothing to do with the HL2 AI.
[QUOTE=amgoz1;21638550]It's got nothing to do with the HL2 AI.[/QUOTE]
Yeah because "sit where spawned > see player > chase player >
if too far away throw rock
if near a physics entity punch towards player
if near player punch"
Is nothing like the zombie routines in HL2.
The only difference is the speed the Tank moves and that it can throw rocks.
[QUOTE=l337k1ll4;21599146]The L4D bots are of course going to be bad though, it would be near impossible, at least with our level of technology and computing power, to make an AI that can adapt to new situations and react properly as a real player would, our brains are, after all, the most powerful computer known to man, an AI can't match that no matter how hard you try.[/QUOTE]
They need to program conservation of supplies, following players and rescuing people from special infected though. The bots are like:
"60 HEALTH BETTER HEAL! :downs:"
"OH, YOU'RE GOING AHEAD, I'M GOING TO WAIT BACK HERE SO YOU CAN GET POUNCED! "
"OH, YOU GOT POUNCED? I'M JUST GOING TO STAND AROUND UNTIL YOU'RE ALMOST DEAD AND THEN SHOOT HIM OFF YOU!"
And then:
"OH YOU'RE ALMOST DEAD? TOO BAD I USED THE MEDKIT DURRRR :downs:"
And that's why I hate Singleplayer.
FEAR's AI only seems better because they tell you exactly what they're doing while usually AI does that anyway.
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