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DaVince

This fool just HAD to have a custom rating

Registered
  04/09/2004
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15th April, 2007 at 05:05:43 -

http://www.create-games.com/downloads.asp?genre=Engine&ord=
http://www.create-games.com/downloads.asp?genre=Tutorial&ord=



 
Old member (~2004-2007).

Pontus Lundin



Registered
  31/05/2006
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  18
15th April, 2007 at 13:29:02 -

I should have seen that
Thanks for the help... Now I just have to learn how all this work. To bad not much of the ai examples have more explainations. like that Example you gave me. I did exactly like the example file and it didnt work. Well I didnt make any with the player section. But the player section couldnt be that important?

Having a real ahrd time understanding how to build a Ai

 
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Reno



Registered
  11/01/2005
Points
  906
15th April, 2007 at 17:49:17 -

If you want some AI then you give the NPCs needs to fullfill so that they are full of life and active. This allone with good pathfinding code and object 'traits' can make a swell AI engine.

 
Reborn Again

Pontus Lundin



Registered
  31/05/2006
Points
  18
17th April, 2007 at 13:38:52 -

What I want is an Zombie AI. A groups of zombies chasing me in a frame. The amount of Zombies differ but Maybe total of 10 zombnies in one frame. I am having a hard time understanding how to create a good stable AI. Im begging that someone could tell me where to get a good example game where there will be a pretty good explaination along with it. Preferbly that someone makes a example game That is focused on zombies and such... I hate to ask stuff but I cant really figure out this AI stuff. especielly now when Im talking about groups of zombies like 10...

 
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savvy001



Registered
  27/03/2007
Points
  295
21st April, 2007 at 06:33:07 -

try this
line 1
zombie alterable value = 0 every 2.0 sec when zombie reaches window edge les then +300 set movement to movement 1
(bouncing ball) set speed to 10 and the direction to player 1 / movement start
this way he wil chace you when on screen

line 2
every 0.2 sec when zombie collides with player 1 ad 1 to zombie alterable value 1

line 3
when zombie alterable value 1=1 every 0.1 sec set to path movement 1 / movement start
when zombie alterable value 1=2 every 0.1 sec set to path movement 2 / movement start
when zombie alterable value 1=3 every 0.1 sec set to path movement 3 / movement start
when zombie alterable value 1=4 every 0.1 sec set zombie alterable value to 0

when player = overlapping zombie every 0.3 sec ad to alterable value 1

the zombie wil not bounce but play with you by moving away folowing a different path each time and comming back after a while
mean while ad some attacks in between and your set
tweak the timed actions to your needs
or do something else rather then the path movements

hope this is usefull
greetz

 
Living in space

Pontus Lundin



Registered
  31/05/2006
Points
  18
26th April, 2007 at 12:13:32 -

Thanks for the help. having hard time understanding this help but I might figure it out. btw IS this ment for MMF program. if that is the case, then i need to know if this works on TGF version.

 
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Aptennap



Registered
  23/04/2004
Points
  916
26th April, 2007 at 16:03:58 -

It will work in TGF.

 
Oh sweet mary.

Del Duio

Born in a Bowling Alley

Registered
  29/07/2005
Points
  1078

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27th April, 2007 at 12:21:30 -

when zombie alterable value 1=1 every 0.1 sec set to path movement 1 / movement start
when zombie alterable value 1=2 every 0.1 sec set to path movement 2 / movement start
when zombie alterable value 1=3 every 0.1 sec set to path movement 3 / movement start


Okay, not to sound like a total tool but MULTIPLE PATH MOVEMENTS??

Is this done with the default path movement for active objects? This would rule because it'd make my own enemies a lot more interesting than just back n' forth, up n' down, blah blah the same all the time.

 
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Aptennap



Registered
  23/04/2004
Points
  916
27th April, 2007 at 15:38:33 -

Yea your right Tgf doesnt support multiple movements...

 
Oh sweet mary.
   

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