Recent Posts

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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 03, 2018, 11:04:23 AM »
Hullo guys, first update for the year, and it's a big one!

Firstly, here's the updated link:

This update introduces:

- new sneaking ability
- redesigned prison map with various nooks/hiding spots
- redesigned ray lighting
- automatic health recovery
- automatic camera height adjustments when theres low ceiling clearance
- more scenery
- refined vaulting over ledges
- can now vault from the sneaking/crouching position

The way these things all work together completely changes the feel of the game. To me it's starting to feel like an actual game now ;-) the sneaking and hiding behind stuff element is much more prominent, and it actually flows well. The bots are pretty formidable, and much better at working together. The ray lighting makes things not only look better, but being able to see the light makes creeping around and avoiding light so much more doable.

Feedback please  ;D be brutal, I can handle it

Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 01, 2018, 05:35:19 PM »
Will drop an updated link in a couple days - so far have added in auto-regenerating health, sneaking mode that doesn't make footstep sounds, bots can get scared and run off if you catch them unawares, got rid of the ugly snorkel vents and put some proper drains in that are actually visible and useful during gameplay, fixed a few dumb node-path errors with the bots, things like that. Still need to make melee more interesting, and probably add a bit of code where if you're hiding somewhere and they saw you in that area they stick around and search for a bit longer and more thoroughly
Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on December 27, 2017, 05:39:24 PM »
Update on the way - I'm adding the ability to creep around so bots can't hear your footsteps. It's kinda a crouched walk. Also am furnishing the levels with more decorative stuff to hide behind and more decorative stuff to make it look better in general.  Also cutting a few vents out of walls and creating more escape routes so it isn't just a gauntlet slaughter fest.

PS check out how much nicer it looks - remember the first few screenshots I posted?

Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on December 26, 2017, 03:32:31 PM »
Ok I've got a demo for you to try out:

Been working hard on this - the enemy AI is probably the toughest I've ever built.  You really gotta creep around otherwise you don't stand a chance.  What you'll notice they do is:

- give chase when you try to bolt
- keep tabs on nearby bots so they can run to them for help when in trouble
- respond to different sounds in different ways
- change behaviour depending on if they know you're there or not
- keep an eye out for friendly fire
- literally kick you when you're down
- get sad when they find a dead bot

They're also much better at long-distance shots than before.  Now, while they do chase you pretty hard when you try to run off, it IS possible to lose them if you duck down in the dark behind something. So keep tabs on hiding spots you find as you go along.

Please tell me if you manage to get into the sewers under the bridge - I'm curious if the bots are too easy or too hard.  Also I know I'm going to need to add more places to hide, and more abilities for the zombie (like maybe hiding in a box and pushing said box around, could be fun) but for now please tell me what you think of the progress

PS if you get sick of the fit on the operating table scene, open the console and enter 'skip' to jump ahead to when he falls out the window and starts playing.  Also there is one action button, one melee button, and one crouch/hide button you'll need to set

Good luck  8)

Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on December 21, 2017, 11:01:58 AM »

Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on December 18, 2017, 03:31:42 PM »
Latest update - working on enemy AI, and I've just figured out a neat way of getting bots to keep tabs on which other bots are nearby, and whether they're aware of the player's presence or not.  By them keeping in contact in this way, if one spots the player but is too far away from other bots to just yell out for help, they will take a shot, then run to go get help!  It works really well!!

Once they've gotten help, they won't try it again until after they've lost the player and had sufficient time to calm down (this prevents disruptions to their combat routines - it'd be silly if they kept running off for help all the time).  Also, they won't run for help when the nearby bot/s are already aware of the player, as chances are they're already engaged in battle or are frantically looking for him.

It's pretty neat in action - I want to upload a build soon so you guys can try it out!  There are 3 playable maps now btw  ;D
Scripting / Re: More with Sight Tests
« Last post by Galavant Garde on December 18, 2017, 08:54:54 AM »
Brilliant Brian, works like a charm  ;D literally transformative in terms of how much smoother the AI works!!

Really good to know about the ray tracing watch thing too - will use that for security cameras or things like that
Scripting / Re: More with Sight Tests
« Last post by Galavant Garde on December 18, 2017, 08:41:43 AM »
Cool, good to know!  I'll give it a try  8)

EDIT - will post the result. I don't think I'll restrict the angle of the watch, as I use it for listening for sounds as well which the bots should be able to hear from any angle.  But I'll try the rotateTo bit
Scripting / Re: More with Sight Tests
« Last post by ggadwa on December 18, 2017, 08:36:17 AM »
If you set,rayTrace) where angle equals, say, 120, then you will only get a watch event fired if an object is within 60 degrees to the left or right (and if you set rayTrace to true, only if a ray trace is OK.)

With,true) should automatically duplicate what you are doing below.

You can also obj.angle.rotateTo(ang) to turn directly at the player (you can calculate the angle from the watch event), do the sight, and then turn back to the original angle.  If done within a single call, it won't actually turn the player as you reverse it before the engine runs again.

[>] Brian
Scripting / More with Sight Tests
« Last post by Galavant Garde on December 18, 2017, 05:37:48 AM »
Hullo there (probably one for you Brian), so I remember once upon a time you could set how many rays and which angles/offsets etc for sight tests, but that's all gone now under a simplified but much better sight test command.  But, I don't really get what it does so I'm not sure what's the best way to achieve what I'm trying to achieve.

Let me explain ;-) I normally do sight tests when my bots are looking at the player.  As a result, they work fine!  However, I want my bots to have better peripheral vision, not just when they're staring straight at the player.  So what I do is start a watch event on the bots, and when the player is near, it starts a looping chain that checks the angle to the player.  When the angle is within what I think is a reasonable angle for the bot to see (it's like 120) I then do a sight test to see if the player is in the line of sight.  Now, that works fine when the player is dead ahead, but when they're off to the side a bit, the bots usually don't spot the player.  The result is, you can make a break for it out in the open where a bot 'should' be able to see you, but the sight test misses most of the time so you evade them far too easily.

What I did to stop this from happening is, quickly turning on the facePlayer command while doing the peripheral sight test, then turning it back off.  This works, and they're better at spotting the player, however they do this annoying twist at the player then back where they were facing for a split second...i.e. it looks gumby

To make sure I'm using it properly, how does the sight test actually work?  And is there a way to get the sight tests better at peripheral vision checks, or am I best off making my own sight projectiles and offsetting the angle they fire at by checking the angle to the player?  The latter seems manual and clunky, but I'm pretty sure I could do it.
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