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InsideQC Forums • View topic - Nazi zombies portable released

Nazi zombies portable released

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Postby ceriux » Wed Dec 29, 2010 7:22 am

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Postby Baker » Thu Dec 30, 2010 4:16 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby Jukki » Sun Jan 02, 2011 9:46 am

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Postby ceriux » Mon Jan 03, 2011 2:42 am

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Postby blubswillrule » Wed Jan 12, 2011 5:21 am

thanks guys!
Jukki and I have put a lot of hours, sweat and tears into this mod :)

glad to see people enjoying it. :)

and as for AI...

well yeah, ceriux, the problem is, is that they need to be dynamic, i.e., the zombies need to find the find the player no matter where the player(s) is(are) in the map, something similar to the frikbot, but alas, we have failed at implementing frikbot into monsters.

I AM currently attempting to code in some pathfinding for the zombies, but still not sure what the end result will be. I am not doing half bad, I have a few ideas about how I could make this work.

-blubs
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it :)
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Postby ceriux » Wed Jan 12, 2011 5:45 am

check for a radious with check to see if the player is close by callying tracelines that reach out a certain distance and if the player is in that distance then change his most important target as the player.
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Postby blubswillrule » Wed Jan 12, 2011 6:57 am

the problem comes when the zombie has to navigate around complex obstacles.. i.e., there is a zombie at the end of e1m1, and you are at the beginning, would the zombie be able to find you?

again, pathfinding by waypoints is ideal for this.
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Postby ceriux » Wed Jan 12, 2011 8:05 pm

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Postby Jukki » Wed Jan 12, 2011 8:23 pm

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Postby blubswillrule » Thu Jan 13, 2011 12:05 am

@ceriux, I do read
see, the problem isn't as you described it, what you posted basically says if player is closest, go the player.

that's not our problem, our problem is allowing the zombie to navigate the map, of course what you said will come in handy once the zombie close to the player.

and I am terribly sorry if I am creating a bad image for myself in your mind, it's not my intention at all, I may not be the most experienced coder, but I don't intend to stop learning. I'm not half bad, I just have a lot to learn and I know it.

and @jukki, you're a hell of a lot better at coding from when you joined this mod ;)
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it :)
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Postby ceriux » Thu Jan 13, 2011 12:11 am

and if you had read up above that. i told you a good way to use waypoints... all you do is have its target set as the way point make the monster run to its target, call your tracecheck for the player every so often, and if the player is in the view of your monster then have his primary target change to the player.
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Postby blubswillrule » Thu Jan 13, 2011 12:40 am

that's the basis for the pathfinding system I hope to achieve ;)

heres the lowdown...

find nearest waypoint to self (monster)
self nearest waypoint = goalentity

calls that ^^^ every so often.

the waypoint.touch function goes something like this

if class == monster && monster.goalentity == self ,run a function to find the next best waypoint.


the best next waypoint function has some incorporation of the A* algorithm (very popular pathfinding algorithm)

basically check the cost (distance from waypoint to player + distance from zombie to waypoint) of each of the waypoints LINKED to the zombie's current waypoint. (the waypoint that calls this after being touched by the zombie)

so basically it repeats this, and every time a zombie touches a waypoint, it will check if the player is nearby, (of course I didn't account for that here).

that's where you're solution comes in.

the idea that you recommended for the waypoints is for static paths that are always the same. I need something more versatile, something that the zombies can find their own paths without having to follow the preset paths.

because the player may not always be at the end of the preset path.

finding the paths... now that's the problem

... that I soon hope to overcome.
A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it :)
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Postby ceriux » Thu Jan 13, 2011 12:58 am

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Postby blubswillrule » Thu Jan 13, 2011 1:01 am

A truly rewarding experience for an AI coder: watching your ai navigate the map... makes all the time invested in the code worth it :)
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Postby ceriux » Thu Jan 13, 2011 1:04 am

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