• Npc ai
    300 replies, posted
[QUOTE=Pwn-o-Matic;14821093]It's on the front page[/QUOTE] No it isn't. There isn't a link under the "Download: Version 1.1" part of the post. Either I can't see it for some reason, the link's broken, or he didn't post it correctly. If it's there, could someone post it so I can download the mod?
Just click on the blank space under where it says "Download: Version 1.1"
[QUOTE=Duckmurderer;14818672]-snip- should've read the next post.[/QUOTE] Yea well then tell me when a npc thinks it should switch between a shotgun and smg if you actually think about that logically its not really reasonable [QUOTE=Gmod_Fan77;14830816]No it isn't. There isn't a link under the "Download: Version 1.1" part of the post. Either I can't see it for some reason, the link's broken, or he didn't post it correctly. If it's there, could someone post it so I can download the mod?[/QUOTE] Yes as I've said a many times before garrysmod.org is quite slow at times and has to upload that little download picture everytime you open the first post. You could just go to the web site and search npc ai and it should show right up.
[QUOTE=-TB-;14833965]Yea well then tell me when a npc thinks it should switch between a shotgun and smg if you actually think about that logically its not really reasonable Yes as I've said a many times before garrysmod.org is quite slow at times and has to upload that little download picture everytime you open the first post. You could just go to the web site and search npc ai and it should show right up.[/QUOTE] I managed to get the download to show up, but it won't download. I click "Save Target As..." (since Garrysmod.org isn't loading), but after about 1 minute it says it can't download the file because the website won't load. Can you upload it to Filefront?
If it does that, Take the first part (The coblitz part) off the URL so only the garrysmod.org part remains. Then go there and it should download.
Seriously, this mod is awesome. Combine actually group together and form a formation where at least one Combine is firing at any time, and their mass firing tactic makes up for their inaccuracy. Also, the Combine don't wait around for enemies to appear; once they see an enemy, they chase after them. I also noticed Combine charged more effectively; instead of running head-on into the line of fire, they seem to dodge enemy fire, as they can actually reach an enemy without being killed. I had to increase the Combine health to 250 to make them completely effective (they were still able to be killed by rebels), but still, this mod makes them and the other NPCs' AIs far more intelligent.
Can you make it so they hide behind props and walls to fire?
Thanks for the feedback Gmod_Fan77 [QUOTE=DieHardDeus;14840655]Can you make it so they hide behind props and walls to fire?[/QUOTE] this is pretty hard I'm not so knowledgable about all the functions or if its possible, but what info i need is if i can get info about the world such as walls. Edit* Just to give you guys an update fixing a few small bugs and working on npcs moving around props.
[QUOTE=-TB-;14856047]Thanks for the feedback Gmod_Fan77 this is pretty hard I'm not so knowledgable about all the functions or if its possible, but what info i need is if i can get info about the world such as walls. Edit* Just to give you guys an update fixing a few small bugs and working on npcs moving around props.[/QUOTE] Well, they know how to avoid walls and props, why not just tell them to move behind them when they're getting attacked?
On a noded map they avoid walls and props but not on a map without nodes with this AI they dont they just stop in front of them.
[QUOTE=-TB-;14856047]Thanks for the feedback Gmod_Fan77 this is pretty hard I'm not so knowledgable about all the functions or if its possible, but what info i need is if i can get info about the world such as walls. Edit* Just to give you guys an update fixing a few small bugs and working on npcs moving around props.[/QUOTE] Can you use this? [url]http://developer.valvesoftware.com/wiki/Navigation_Mesh_Commands[/url]
[QUOTE=Duckmurderer;14890687]Can you use this? [url]http://developer.valvesoftware.com/wiki/Navigation_Mesh_Commands[/url][/QUOTE] hmm interesting, messed with it for a couple of hours no luck :/
[QUOTE=-TB-;14892014]hmm interesting, messed with it for a couple of hours no luck :/[/QUOTE] I don't know anything about coding, but hopefully that could take some load off of your ai system, if anyone knew how they worked.
oh man...what about the hunters?? and the striders??? (I mean, you can't just copy the nodes of gm_construct...I know it's hard but...you're now a superhero!!!) and the gunship??? and the drophip cratetype keyvalue??. I know fairly about scripting but I'm just gaving some ideas to improve...hey bro, your addon is almost the most cool of existing addons for gmod. And it's nescesary. really.
[QUOTE=diegoblaster;14904569]oh man...what about the hunters?? and the striders??? (I mean, you can't just copy the nodes of gm_construct...I know it's hard but...you're now a superhero!!!) and the gunship??? and the drophip cratetype keyvalue??. I know fairly about scripting but I'm just gaving some ideas to improve...hey bro, your addon is almost the most cool of existing addons for gmod. And it's nescesary. really.[/QUOTE] heh thanks, hunters will be working better in the next release. striders, gunships, dropships not really possible I'm quite doubtful that they will be able to work. I've spent tons of time trying to get them to do something.
Will combine follow u and join ur squad if ur relationship is set to Friendly with them?
Yea as long as there Disposition is anything but 1 they will join your squad. Probably should take out if they fear you.
Hey I like this mod but on a noded map the AI works better when this mod is off however if I turn this mod off then my NPCs no longer throw grenades, fire ar2 balls, form squads and etc I want to be able to have them without having to have the calculating bit on. Thank you very much for reading and making this mod and thankyou more so if you can implement this feature.
Ahh that was a accident and is fixed will be working in the next release
Ah I see, thanks
-TB- Send me yr steam Id I`ll buy ep2 for ya lol This Must be developed If I can help I will !
[QUOTE=ANdyB;14965093]-TB- Send me yr steam Id I`ll buy ep2 for ya lol This Must be developed If I can help I will ![/QUOTE] We have our own server and depending on yr time zone Im usually available every weekend and night for testing Awsome work so far dude looked at the code only new at this but short and sweet really good work !
Why did you quote yourself? You could have just hit edit.
Which is your server? I added you on msn if you have it. Been working on a few bugs and still working on them moving around props its working, but needs alot of improvment.
I have suggestion add function ot npc relationship stool soo when after selecting source npc you press R and relation set to player (soo you cna have alliance with replica soldiers from Monster SNPC pack and all other custom npcs taht out of your npc class list)
Um I didn't make the relationship stool, but you can already set monsters to be relationed to you.
[QUOTE=-TB-;14988682]Um I didn't make the relationship stool, but you can already set monsters to be relationed to you.[/QUOTE] could you please say how?
SG-Mod's NPC-Foe swep NPC navigation around props is almost complete *POLL* Should zombies and antlions be excluded from joining squads? I personally think they should not be able to but ill see what yall think.
[QUOTE=-TB-;14989320]SG-Mod's NPC-Foe swep NPC navigation around props is almost complete *POLL* Should zombies and antlions be excluded from joining squads? I personally think they should not be able to but ill see what yall think.[/QUOTE] They shouldn't be able to, they're not supposed to be very smart.
Maybe if they only join squads with each other. (Giving exception to bug bait. :D)
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