Intelligent AI
Posted: Thu Sep 04, 2008 7:22 pm
This will create AI that run at you and shoot you on sight. This is a step up from normal PC AI, which will only stand and shoot.
I found this myself through all the stuff I've been doing with AI recently, I am the first to my knowledge to have done this. If I am not, then please do not accuse me of theft, It's not true.
You must know how to PMI AI tags, how to do a dependancy swap, have Phenomena's 64 Plugin Pack, and be a somewhat expierienced modder to follow this tutorial. I will NOT be going in depth for the PMI, as it is a pre-requesit (spelling?)
Part One
Getting the AI ready to be extracted.
Open c20.map in HHT.
Select under the [actv] branch, either FloodCombatElite_Unarmed or FloodCombatHuman_Unarmed.
Under the [bipd] slot in the dependancy swapper, swap the flood for what biped you want.
Part Two
Getting the AI in your map
Open your map in HMT, batch extract, extract BSP.
Open c20.map in HMT, recursively extract the [actv] tag we prepared earlier.
Decrap the models of the biped, AS WELL as what gun he's set up to hold. This is VITAL.
rebuild the map, selecting only the [actv] tag as a new tag.
Part Three
Making it smart.
Open your map in HHT, and select the biped you built in. Under the weap dependancy, give it whatever weapon you want it to hold.
Open your map in HMT, and select the [actv] tag.
Scroll until you find "max firing distance". It should be at 0. Change that to something else. I put 50.
Change the "Rate of Fire" to something. I chose 8.
open the [actr] tag for your AI
Put only on the flags that make for the biped to have.
Change it's vision/hearing. I put 80 vision, 60 hearing.
I wont go any more indepth then that, but if you understand actv/actr tags, you should be good, if not copy/paste values from the AI tags of your biped in a SP map if you want or inject it's meta. Be careful, I'm not sure if you'll overwrite something that could make it not run. Make a backup before you try it.
If you use any of this, credit me please. Thank you.
I found this myself through all the stuff I've been doing with AI recently, I am the first to my knowledge to have done this. If I am not, then please do not accuse me of theft, It's not true.
You must know how to PMI AI tags, how to do a dependancy swap, have Phenomena's 64 Plugin Pack, and be a somewhat expierienced modder to follow this tutorial. I will NOT be going in depth for the PMI, as it is a pre-requesit (spelling?)
Part One
Getting the AI ready to be extracted.
Open c20.map in HHT.
Select under the [actv] branch, either FloodCombatElite_Unarmed or FloodCombatHuman_Unarmed.
Under the [bipd] slot in the dependancy swapper, swap the flood for what biped you want.
Part Two
Getting the AI in your map
Open your map in HMT, batch extract, extract BSP.
Open c20.map in HMT, recursively extract the [actv] tag we prepared earlier.
Decrap the models of the biped, AS WELL as what gun he's set up to hold. This is VITAL.
rebuild the map, selecting only the [actv] tag as a new tag.
Part Three
Making it smart.
Open your map in HHT, and select the biped you built in. Under the weap dependancy, give it whatever weapon you want it to hold.
Open your map in HMT, and select the [actv] tag.
Scroll until you find "max firing distance". It should be at 0. Change that to something else. I put 50.
Change the "Rate of Fire" to something. I chose 8.
open the [actr] tag for your AI
Put only on the flags that make for the biped to have.
Change it's vision/hearing. I put 80 vision, 60 hearing.
I wont go any more indepth then that, but if you understand actv/actr tags, you should be good, if not copy/paste values from the AI tags of your biped in a SP map if you want or inject it's meta. Be careful, I'm not sure if you'll overwrite something that could make it not run. Make a backup before you try it.
If you use any of this, credit me please. Thank you.