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  Beginner BeginnerMember since: 28.02.2013, 20:32Posts: 12 Likes: 0
 

 Post Topic: AIBehavior tree selection help
PostPosted 28.04.2013, 02:52 
yo ladz,need help with "advanced ai" have problem if i met ai it will atack me, but it will not start searching me, just stay on last position and looking @, need to get somehow in FG the ai entity to go to last known position of the enemy, player or hostile ai, im tryin get enemy id and position somehow but im lost if someone can take me by hand ;) im not bite,yet...
tx

User avatar   Trained Modder Trained ModderMember since: 24.11.2012, 15:58Posts: 227Location: Iran Likes: 0
 

 Post Topic: Re: AIBehavior tree selection help
PostPosted 28.04.2013, 12:44 
:meh:
would u know there is an AI follow path node ?


Logical mathematics 100
math 100
physics 95

:O
  Beginner BeginnerMember since: 28.02.2013, 20:32Posts: 12 Likes: 0
 

 Post Topic: Re: AIBehavior tree selection help
PostPosted 28.04.2013, 22:45 
yop, but still they will not return back to patroling
  Beginner BeginnerMember since: 28.02.2013, 20:32Posts: 12 Likes: 0
 

 Post Topic: Re: AIBehavior tree selection help
PostPosted 30.04.2013, 09:49 
hmmm, one problem solved, but still, any chance to get entityid for a aigrunt without declare that entityid by hand ? like some signal or somethink?
User avatar   Uber Modder Uber ModderMember since: 25.01.2010, 15:54Posts: 1724Location: Moscow, Russia Likes: 9
 

 Post Topic: Re: AIBehavior tree selection help
PostPosted 30.04.2013, 17:01 
If you want Free SDK advanced AI, you need to learn how ai scripts work. Get this info from CryWiki. Fg will not help.


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  Beginner BeginnerMember since: 28.02.2013, 20:32Posts: 12 Likes: 0
 

 Post Topic: Re: AIBehavior tree selection help
PostPosted 30.04.2013, 19:30 
yea i find it out, but any tips, i try to understand the xml and lua but if i think i got sumfin its wrong, i have from one guy a sample ai, but in documentation is somethink diferent, like in mine i have
Code:
AI.BeginGoalPipe("DoNothing");
        AI.PushGoal("firecmd", 1, FIREMODE_OFF);
        AI.PushGoal("stance", 1, STANCE_RELAXED);
    AI.EndGoalPipe();

and creategoal pipe, is it same? uff,its not so easy as i think on begining ;)
at last i have sum new objects with i can play, but still, need delare new weapon in engine etc, models i have, jist give them a live breath ;)
User avatar   Uber Modder Uber ModderMember since: 25.01.2010, 15:54Posts: 1724Location: Moscow, Russia Likes: 9
 

 Post Topic: Re: AIBehavior tree selection help
PostPosted 30.04.2013, 19:56 
If you want "do nothing" goalpipe, just use existing one or add "clear state" in your one. also there is civilian behavior already, which is already bumb at all.


Loving God gives you Happiness, Knowledge, Strength and Freedom.
AURAYAMA on Crydev & AURAYAMA in Russia :)
Portfolio: AndreyFilantrop on deviantART
Life by FlowGraph!