AI for COM shooter

AI for COM shooter

Here is where ideas can be collected for the skirmish AI in development

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CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

AI for COM shooter

Post by CaptainMaim »

How hard would it be to make an AI for the mod "com shooter"?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

A number of people report already having NTai configs that work albeit not very well.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

should make an NTAI setting for single unit mods like com shooter and war EV, where it just moves on a patrol route around the whole map and moves towards an enemy when one comes in range then has 1 of 2 settings, engage from max range or engage from min range (for pyros and things that need to get close as possible)
bma
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Joined: 31 Dec 2006, 12:46

Post by bma »

For my NTAI config, I made the units move randomly, and set them to both Attacker and Scouter. They don't attack too well though ie. they must be within a certain range before they actually start attacking you, even if they have the ability to attack you from a further distance
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AF
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Post by AF »

NTai units wont actively move to a far away attack point unless their group is large enough, which is impossible in fps mods atm.

Thus in the next version of toolkit you'll be able to set the initial size of the first attack group.
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Post by CaptainMaim »

DO you think you can get it to navigate a maze?

My best solution so far is to take 3 braindead AI and give them a long involved path and looping through the "maze" map and then hunt them down. Since they don't fire their D-Gun like weapons it's not too hard but I still get killed by concussion...
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AF
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Post by AF »

The next NTai toolkit will allow you to set the initial attack group size to 1 allowing NTai's main targetting routine to shunt the commander around when set to one. All thats needed then is an "is_base" keyword and some b_retreat b_na and b_rand_move orders scattered in a longwinded tasklist.

b_na will halt the tasklist allowing the attacking routines to carry on unhindered.

b_retreat makes it retreat to the nearest base marker. When factories are built base markers are set by them, but since this is an fps mod we need to force NTai todo it using "is_base" which will make the starting position its base.
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Post by CaptainMaim »

That sounds good. Do you think it'll work on the "Maze" map? I like that one for playing FPS games, it's more fun than regular maps and if you press F2 you can see dozens of ways to get over certain barriers, but not all. Can it handle that?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

NTai doesnt handle pathfinding at all, thats the spring engines job atm, and the spring engine has no distinction between hills and such, just blocking and nonblocking areas.
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