Better bot AI
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- Posts: 513
- Joined: Wed Jul 16, 2003 3:36 am
Randy if you implement monster sight calculation and give all the monsters some initial sight value changable and accessable by scripts and give all the actors (including players) a visibility value also accessable by scripts and include this factor in the sight calculation, then we can make fully incorporated stealth based scenarios for levels, with cloak devices, or rpg elements with stealth skill that may be improved ...
You can also add footstep sounds and use them to alram monsters if the players tun (not walk) also affected by terrain properties.
O.K. enough on this stealth thingy.
P.S. I know most of hell monsters should not be intelligent, but what about mods that change monsters or mod scenarios of fights between hell minions and intelligent marines...
You can also add footstep sounds and use them to alram monsters if the players tun (not walk) also affected by terrain properties.
O.K. enough on this stealth thingy.
P.S. I know most of hell monsters should not be intelligent, but what about mods that change monsters or mod scenarios of fights between hell minions and intelligent marines...
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- Posts: 513
- Joined: Wed Jul 16, 2003 3:36 am
Well if the monsters have a Current_Mission property that shows their current mission, like:
In Mission Failed Specials we can access the Last_Mission value and do actions accordingly, like printing a message of "Oh, I tought I saw someone here." and then return the monster to its previous post.
- None
- Heard a sound and went to investigate
- Saw an enemy
- Other missions...
In Mission Failed Specials we can access the Last_Mission value and do actions accordingly, like printing a message of "Oh, I tought I saw someone here." and then return the monster to its previous post.
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- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
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- Posts: 272
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- Location: Chesterfield, Missouri
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- Posts: 272
- Joined: Tue Jul 15, 2003 5:48 pm
- Location: Chesterfield, Missouri
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- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
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- Posts: 272
- Joined: Tue Jul 15, 2003 5:48 pm
- Location: Chesterfield, Missouri
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- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
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- Posts: 513
- Joined: Wed Jul 16, 2003 3:36 am
You know, the monsters would be as intelligent or as dumb as the designers want them to be, with the exception that they would know their ways around the levels and would not be lost in the way or stuck behind the obstackes.
They would have different IQ numbers: i.e. Archviles would have IQ of 150 but Demons would have IQ of 30 for instance.
They would have different IQ numbers: i.e. Archviles would have IQ of 150 but Demons would have IQ of 30 for instance.
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- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
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- Location: Scotland
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- Posts: 272
- Joined: Tue Jul 15, 2003 5:48 pm
- Location: Chesterfield, Missouri
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- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
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- Joined: Wed Jul 16, 2003 3:36 am
The IQ number would be checked by the route special scripts and then they would command the monsters to do different jobs depending on their IQs, (all the designer`s jobs to imply inteligence), like calling an elevator or crashing the opponent by switching a control panel...
For lower IQs the designers can tell the monsters to find a way to their enemies and attack them from near, like current monsters.
For lower IQs the designers can tell the monsters to find a way to their enemies and attack them from near, like current monsters.