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Rapporter et oversættelsesproblem
Note health is set very high .. Im not trying to complete it just showing that AI can no longer see you or shoot through walls .. They also run for cover and move about dodging your movement. and are a hell of a lot smarter .. Sorry if its a bit jerky in places thats the recording software. Smooth as silk when i tried it ..
Getting characters to ignore you has always been a simple task of setting the view range and cone angle in the properties to about 2 and they do have idle animations.
As for the Ai Neutral that doesnt work at the moment with the new system but there are far better free Civilian scripts available anyway
https://www.youtube.com/watch?v=IxOZ_xvKhto
Thanks! What AI did you use for the enemies here? Can you post a link? The AI I use is Corrosion's Enhanced AI but those enemies still act brain dead and head butt walls until I walk around and kill them.
https://www.youtube.com/watch?v=uVmGd1y5GhE
Wow! The default AI is better than Corrosion's now. In fact. It's so good I will need to rebalance all my levels now to take into account the fact that enemies can defend themselves (which they couldn't before even with corrosion's AI.)
On a related note, is there any plan to make AI Neutral functional again? The Civilian AI runs away so if you use that, your characters will just flee at the start of a battle. That doesn't really work for a lot of scenarios.
This script still has the classic characters standing, rotating to the player when in range, and running the idle animation constantly when in range.
See if this script will worrk for you. Dont forget to change the animation frames in this statement to match your characters idle animation that you want.
SetAnimationFrames(211,232)
It is in the _init function of the script.
Thanks for the tip! I already tried that... the characters point invisible guns and constantly twitch.
Do you know how to find the correct animation frames? I made characters with the character creater and I want them to act like the unarmed classic characters rather than twitiching and pointing invisible guns.
I found the place in the script which reads "SetAnimationFrames(211,232)" but I am not sure what values to change to make the script work with characters from the character creator.
That's the default AI that i've told you about in multiple threads now :)
That's because the soldiers default idle is for some reason an aiming idle, which is something that is annoying about the new AI, for some reason when Lee turned it modular he removed the two stage idle process it used to have (soldiers used to stand in a normal idle until alerted at which point they used to switch to aiming idle, and then when you got closer start attacking, now they just stand and aim).
In your folder where your default soldiers are, you will find with the uber soldier a separate text file that lists all of the anims available, they are all for the uber soldier, but the first half or so also apply to all the other soldiers and the character creator characters, as they use a truncated version of the same animation set, so you should be able to find an idle in there that isn't aiming.
Yes it certainly is change for the better with ONE notable exception. The Neutral AI doesn't work anymore and having made a game with lots of friendly NPCs, I am now in a bad position since all my friendly NPCs just freeze like statues. Using the Civilian AI from the forums doesn't fix that since they now run like scared children which doesn't work for the story at all.
Would you by any chance know of an AI that would work for friendly NPCs who don't attack OR run away from the player to take the place of the Neutral AI that doesn't work anymore?
If you want them to just stand and idle ignoring you then set the view distance and cone angles to very low .. 1 or 2 should do it .... they will then stand in the idle position with animations.
NOTE... All accept the masked civilian who is broken at the moment.
https://youtu.be/9vYnCOPHBtU
https://forum.game-guru.com/thread/220029#msg2605361
Perhaps I should have been more clear. I wanted them to face the player as the old neutral AI did without attacking or running away. In lieu of a dialogue system, I put story into my game by adding NPCs and text zones so that when the player approached a character, the character would face the player and "say" something which was actually the text zone. This doesn't work if they attack the player or run away however and if they completely ignore the player, it doesn't work either.
In the past, AI Neutral worked fine for this. Now however, I can't get it to work.
Thanks! I'll try it right away!
Thanks!
It kind of works but if you use it on a character set for one of the weapons pose presets (pistol, sword, etc.) they still move as if they have an invisible weapon even when unarmed. If you use it for a chaeacter with no weapons pose, they just glide around in a t-pose.
I remember before the AI neutral worked fine. I was even able to use it to make friendly zombies...
Is there any way to set an "unarmed" default character pose so that I can have a passive character who isn't waving an invisibe gun in my face?