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InsideQC Forums • View topic - My Squad AI Thing

My Squad AI Thing

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Postby MauveBib » Fri Feb 20, 2009 10:38 pm

UPDATED V1.1:



Apologies for the fileplanet hosting; quaketastic has a 50mb file size limit.

What's new?

Strafing while firing when appropriate to avoid player's firing line

Greater use of danger allocation for waypoints (death, pain, bullet impacts, grenades etc).

Camping behaviour (if the route selected goes through a very dangerous waypoint, it's likely the player is in a dead end camping. Camp and wait for the player to step out instead of rushing in one at a time to die.)

Damage skins (just for fun)

Footstep and bullet ricochet sounds.

Sounds alert nearby guys.

Many AI tweaks.

New level, city.bsp by Harb. This was originally going to be a DiD2 map, but was never finished.

Support for prelinked and autolinked waypoint files.
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Postby FrikaC » Sat Feb 21, 2009 12:57 am

I just tried the older version earlier today and I must say it's pretty darn neat.

The exploit I was going to bring up is the one you just fixed: I was camping a corridor and waiting for them to pop out one by one.

It doesn't really feel like they're a very cohesive squad however, I'd suggest some reaction to fallen teammates ("Man down!"), retreat when they feel overwhelmed ("Retreat! Fallback!") - tying into the danger stuff you've already done. What I'm suggesting is more group think I guess.

Edit: Will check out the new one on the weekend.
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Postby MauveBib » Sat Feb 21, 2009 8:07 am

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Postby leileilol » Sat Feb 21, 2009 9:44 am

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Postby MauveBib » Sat Feb 21, 2009 11:40 am

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Postby Urre » Mon Feb 23, 2009 8:38 am

You can still GPL assets which lack the source file you know. It really just gives people an "ok" to decompile or spread the map under the GPL.

Haven't tested yet, but I do love the sound of that camping behavior, might make it pretty solid. Looking forward to getting my hands on it later on. Cool stuff!

Any chance you could list the extensions and other documented/undocumented features that makes it DP reliant currently?
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Postby MauveBib » Mon Feb 23, 2009 9:28 am

Hmm, i haven't really kept a list, but i'll give it a go. Many have direct and easy replacements, but some don't.


Q3BSP (variable hull sizes for crouching, HLBSP could work too I guess).
Frik_file (for the waypoint file loading)
External model/map textures including _luma
EF_ADDITIVE (barrel fire)
EF_NOSHADOW (barrel fire)
.ent files
md3 models
a couple of shaders
findchainfloat
cl_prydoncursor (not directly used by the player, but there is a half working prydon cursor based waypoint editor in the code that could probably be stripped out no problem).
.scale (used by the waypoint editor again).
te_lightning1 (used by the waypoint editor).
.alpha (not in relased version, but in the new version i'm working on)
.glow_size
.glow_color
EF_LOWPRECISION (not in relased version, but in the new version i'm working on)
EF_NOMODELFLAGS (to get rid of grenade smoke)
effectinfo.txt (not in relased version, but in the new version i'm working on)
SOLID_BSP on models (crates, lamp posts, barrels)
tracebox (for waypoint autolinking)


That's all the ones I can find on a quick code skim, though there may well be others. I'm planning to use getlight in the next version too.
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Postby worldspawn » Mon Feb 23, 2009 6:42 pm

Definitely plays smoother than the first release. The AI uses grenades sparingly now, and it definitely feels way more realistic.

I have a few suggestions on that note:

- Slow the ai routine way, waaaay down. It still feels like they just charge at you. Slowing down how quickly they react will help I think.

- Have them stay in cover longer. I didn't look at any of the qc, but it seems like the AI doesn't 'know' that keeping a little distance between themselves and the player is a good thing. If they're within x range of the player they should stay put and keep firing.

- Keep them in their firing stance for a while, even if they lose sight of the player. If the player crouches in and out of view, the AI basically cycles endlessly between moving and crouching to fire.
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Postby MauveBib » Mon Feb 23, 2009 7:35 pm

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Postby worldspawn » Mon Feb 23, 2009 8:08 pm

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Postby leileilol » Mon Feb 23, 2009 9:31 pm

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Postby MauveBib » Mon Feb 23, 2009 10:49 pm

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Postby leileilol » Thu May 28, 2009 11:09 am

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Postby MauveBib » Sat Aug 01, 2009 7:36 pm

UPDATE:

New release, 1.2, with a bunch of new features:

New grenade model
New funky DP particle effects
High-res textures for city.bsp, with normal and specular maps.
Understanding of light and dark. The player can now hide in shadows, though firing will give away his location. The enemies update each other on their last seen location of the player. The enemies will also use dark areas as cover.
"Searching" animation for when they can't see the player
Screen blood splatter when injured
Funky new player death effect
New muzzle-flashes, shell casings and other shiny new graphics.
Loads of stuff I've inevitably forgotten in the big gap between coding and releasing this.
Various tweaks.



Some people may have issues downloading it, so here's a fileplanet link:

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Postby MauveBib » Sun Aug 02, 2009 1:55 am

UPDATED AGAIN

I know, twice in one day, ya.

Finally got the behaviour pretty much how I want it. I rewrote the cover and firepoint finding routines, and made them "hug" cover, popping out of corners to shoot then popping back in again etc. They also try to keep even numbers hiding and shooting, to provide a "covering fire" effect.

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