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Author Topic: Another AI question  (Read 8256 times)

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SaxonSwine

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Re: Another AI question
« Reply #15 on: May 18, 2008, 12:07:16 PM »

Yeah he still does models for HL:e. Just doesnt come on the forums

Cool :)  I was wondering what had happened to him.  Are there any pictures of his newer works?

It's dumb when Barney's following you and then he runs into a wall or something and stops (who in the world does that ???).
What?  I've never seen that happen, or at least its one of those many things which I haven't noticed.
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jack-wonrz

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Re: Another AI question
« Reply #16 on: May 18, 2008, 12:21:56 PM »

I think he means bad pathfinding; sometimes when Barneys or scientists lag behind you, they get stuck in doorways or corridor turns, and you have to run back to get them or push them through doors. There arent many situations like this in HL/Op4 though, it mostly shows in babysit mods, like Azure Sheep or HoE.
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Matt

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Re: Another AI question
« Reply #17 on: May 18, 2008, 12:58:27 PM »

Its not really a problem with the code. Its more of a problem with the maps
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neophus

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Re: Another AI question
« Reply #18 on: May 18, 2008, 01:04:25 PM »

I think it can be resolve with the code not? it's the code which execute movements between ai ally and the player, so the team don't want ameliorate that? or to search ameliorate that perhaps?
« Last Edit: May 18, 2008, 01:06:44 PM by neophus »
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Matt

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Re: Another AI question
« Reply #19 on: May 18, 2008, 01:26:08 PM »

It still uses the paths set up in the maps to know where it can move. There is no easy way to 'fix' the code
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neophus

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Re: Another AI question
« Reply #20 on: May 18, 2008, 01:32:29 PM »

I doubt, it was just a question if it was anticipated :)
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Coozins

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Re: Another AI question
« Reply #21 on: May 19, 2008, 12:30:32 AM »

There arent many situations like this in HL/Op4 though, it mostly shows in babysit mods, like Azure Sheep or HoE.

It happens quite a lot for me, the worst area being Office Complex. Barneys and scientists always get stuck there.
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KevinLancaster

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Re: Another AI question
« Reply #22 on: May 19, 2008, 12:31:47 AM »

Yeah, that was the area I was thinking about.
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jack-wonrz

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Re: Another AI question
« Reply #23 on: May 19, 2008, 12:56:15 AM »

Yeah, now that I think of it, the soldiers in Op4 were like children too... sadly we dont have the source files for the maps :P
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SaxonSwine

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Re: Another AI question
« Reply #24 on: May 19, 2008, 10:58:30 AM »

Oh god yeah... I'd forgotten how bad OP4 was.  OP4 was terrible!  It took me a good 10 minutes once to get a medic to follow me  :(  Thank god HL1 didn't require too much cooperation with NPCs.

The main problem is really just how the AI nodes were placed in the maps, like Matt said.
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Cookie man

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Re: Another AI question
« Reply #25 on: May 19, 2008, 11:58:00 AM »

Yeah, specially that part where you have to bring the medic to the dying engineer after you've defeated the black ops in the garage area.
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KylerAdams

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Re: Another AI question
« Reply #26 on: May 19, 2008, 12:00:21 PM »

Yeah, specially that part where you have to bring the medic to the dying engineer after you've defeated the black ops in the garage area.

Well, you lose them after passing through the locked door, considering the medic refuses to follow (for some unknown reason) and the Engineer usually dies, unless you know about the turret -and- wanna save him. He's useless anyways.
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DiamonD

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Re: Another AI question
« Reply #27 on: May 19, 2008, 01:33:49 PM »

He's useless anyways.

I sincerely hope you don't think that way in real life :P
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KylerAdams

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Re: Another AI question
« Reply #28 on: May 19, 2008, 06:03:22 PM »

I sincerely hope you don't think that way in real life :P

Nah, I try to keep my grunts alive as much as possible. :P

But it's true. There's no more locked doors to be... "unlocked", and all he's useful for is fire support, and with just a Deagle, it's not much. But, I -do- try to keep him alive. :P

Even waste some SMG nades tryin to do it.

Odd thing is... it's an Army turret, and you're Marines, yet.... it shoots at you. :S *shrug*
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Gravewrecker

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Re: Another AI question
« Reply #29 on: May 19, 2008, 06:45:05 PM »

I doubt automatic turrets can make a difference between friend and enemy :P Once activated they'll shoot everything that moves.
They were probably set up by other HECU members but didn't inform shephard that they shouldn't go there.
...
Reminds me of the Op4 manual  ;D
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