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Old 12-28-2006, 05:52 PM   #1
Xenogenetic
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Default AI Question

How do I make it so all the NPCs know where the player is at all times and will immediately attack him. I am using mutants right now and they sorta sit in place until I get close to them.

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Old 01-02-2007, 09:56 PM   #2
MeatPuppet
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Default Re: AI Question

You can use an NPC_enemyfinder. Just give it the same squad name as the grunts. You can also use an aiscripted_schedule. Set the state to combat and run to player. Make sure your paths nodes are good. That can be another reason why grunts just stand there until you get close.
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Old 01-03-2007, 12:20 AM   #3
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Default Re: AI Question

The NPC I am trying to get to work is the recombinant minor, and due to the nature of my map only a few nodes are necessary and possible. I will try the aiscripted_schedule though, didn't know about that.

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Old 01-10-2007, 03:46 AM   #4
Senast
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Default Re: AI Question

I got my grunts to work well when I changed a few settings in npc_enemyfinder and added extra nodes between my existing ones. I also added the aiscripted_schedule to set them to combat. So in a result, my AI in my submerge map is a lot better than those in my first beta. I placed my npc_enemyfinder most around every corner or so that I thought was needed. I probably got about 20-30 in my map.
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Old 01-16-2007, 05:45 PM   #5
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Default Re: AI Question

Quote:
Originally Posted by Senast View Post
I got my grunts to work well when I changed a few settings in npc_enemyfinder and added extra nodes between my existing ones. I also added the aiscripted_schedule to set them to combat. So in a result, my AI in my submerge map is a lot better than those in my first beta. I placed my npc_enemyfinder most around every corner or so that I thought was needed. I probably got about 20-30 in my map.
That sound good though enemies constantly attacking that is how i like it!! give you a run for ya money!

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Old 02-12-2007, 04:09 PM   #6
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Default Re: AI Question

My ai question is, do the npc duck automaticly or do you have to set something up?
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Last edited by Senast : 04-06-2011 at 09:00 PM.
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Old 02-13-2007, 04:45 AM   #7
JackSpicer_26
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Default Re: AI Question

NPCs don't duck. You need to set them using the A.I.
Here's an example;
I noticed that when I spawn mob grunts and
they just stand there and do nothing.
I came to it and shoot it's legs with the magnum
and it didn't fell. They just turned into...
animationless. Most AI controlled would be the
Mob Grunts. So you can activate them in AI for
them to do those funny animations.

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Old 02-13-2007, 12:54 PM   #8
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Default Re: AI Question

Quote:
Originally Posted by Senast View Post
My ai question is, do the npc duck automaticly or do you have to set something up?
The grunts look for cover on their own but they need a little help. If you place an info_node_hint you will find some options under the "hint" area. You will find things like crouch cover left or crouch cover right and a few others. You just need to place these hint nodes in locations where you want the grunts to use cover.
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Old 02-13-2007, 04:01 PM   #9
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Default Re: AI Question

Thanks, will make great use of this in submerge final and other things.

I didn't know you guys still browsed these forums after what happended at Ritual.
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Last edited by Senast : 04-06-2011 at 09:00 PM.
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Old 02-14-2007, 11:15 AM   #10
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Originally Posted by Senast View Post
Thanks, will make great use of this in submerge final and other things.

I didn't know you guys still browsed these forums after what happended at Ritual.
I used to check out these forums before I started working at Ritual. No reason to stop now.
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Old 03-09-2007, 12:27 PM   #11
Senast
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Default Re: AI Question

Since this is the AI thread, I thought I should ask here.

I got the hints nodes setup correctly, the npc does run to them, but dont perform the action its supposed to. Can anyone help?

Also, I want to know, can I create the context look on other characters, like when you stare at jessica, but now just for other characters? If so, how would I go about doing so?

Thanks
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