![]() |
I'm just wondering wether everyone here plays with the AI turned on or off. Personally I play with it off and pause and give everyone a command then unpause and watch the action unfold pausing again if needed . Would I be more effective if I give my characters scripts? And do you play with the AI off or on?
[ 11-14-2002, 11:52 AM: Message edited by: Zarr ] |
I make my own AI scripts. [img]tongue.gif[/img]
*GASP!* They now have enough brains to drink healing potions! Amazing! Mages no longer cast Flame Arrows on Fire Elementals/Dragons! Etc... ... [img]tongue.gif[/img] [img]tongue.gif[/img] [img]tongue.gif[/img] [img]tongue.gif[/img] |
Really, that's pretty impressive Dundee. [img]smile.gif[/img] I won't ask how it's done it's probably pretty complicated ;)
|
I like it off and I dont asign scripts on my npcs bcoz I like it when I give the commands.
|
Quote:
I am using Infinity Script Editor, which also allows you to view the code of the default AI scripts. You will be shocked at how flimsy some of them are... ... There is also a Scripting Quick Reference document( in your "script compiler" subfolder) for you to refer to when you want to know how a command is used. It is not complete, but most of the commands are in there. The whole process is basically nothing but IFs, THENs and ENDs. IF this happens, THEN this is the result, END. If only I knew how to program a Project Image illusion though... ... |
Dundee is right - scripting is pretty simple if you have the patience to learn it. [img]smile.gif[/img]
It's very similar to Turbo Pascal and C++ programming. Dundee, i thought you only make IWD scripts... If you have any BG2 scripts, i'll be happy if you could mail them to me. [img]smile.gif[/img] |
Quote:
|
It is still a work in progress, but I suppose this will be a chance to let other people test it out.
I currently have 3 BG2 AI Scripts. Basic, Archer and Mage. The Basic is really Basic. It merely handles potion drinking and favours ranged combat over melee. The Archer is an expanded version of the Basic script, and currently handles level one Druid spells and Call Shot( still in testing phase). The Mage script is a work in progress. So far I have only implemented level 1-5 spells. Not all spells are handled though, such as Fireball or Skull Trap, as these are not party friendly. Neither will you see them use Grease or Charm Person, because seriously... you have better spells to fill up your slots with. Click Here |
Quote:
I really did want to make a clown paladin. |
One of the most famous groups of scripts (along with the GScript and UScript series) was done by Gebhard Blucher. You can find his scripts at http://www.fortunecity.com/boozers/winelodge/79/ . They are quite intelligent and will make use of almost every memorized spell and carried object in the game (with checks to make sure that you're not wasting wiltings on goblins), the clerics will heal if nothing else is going on, etc. Their disad is that they more or less run themselves, and no user input is required or accepted. People have joked that these scripts could play the game by themselves. :) They also serve as a nice learning tool once you've passed all of the "trivial" scripting introductions.
|
Zarr, I do the same thing you do! I figured I'd give it a go with scripts (the one's in the game, *I'm impressed, Dundee*), and it's working out ok. my ranged characters fire at oncoming enemies, and my fighters attack, but you don't get as much control as you do without scripts.
|
Ack! I forgot to mention something. You will need the Detectable Spell Patch for the Mage script to work properly. Thanks to it, your Mage can now see whether the enemy has certain spell effects like Greater Malison, Spell Deflection/Trap, Physical Mirror, etc... ...
I do not have a link now though. Anybody knows where you can get it? |
The scripting's easy as hell, but I honestly don't see the point unless you're designing NPCs. No script ever is as useful as the average human brain.
|
Quote:
|
And slaughter your entire party. ;)
|
Quote:
|
Quote:
IIRC, GB's scripts handle Projected Images. They can be the only source of information you need. [img]smile.gif[/img] |
I create scripts for all my characters, too. I keep the scripts as simple as possible. In fact, they contain only fight blocks with a few improvements:
- If the character sees no enemies then he tries to approach the protagonist. - The trap detecting character has a block "if (the air is clear) then detect traps - otherwise fight" in his script. This makes the trap detecting character a monster detecting character a bit: if the air is clear then he activates the "detect trap" icon. If the air smells then he activates the "fight" icon. I use the scripts for "everyday work". About 85% of fights are done by AI only. If the fight is a bit complicated then I use AI and issue a few additional commands myself. About 10% of fights are done this way. If the fight is difficult then I switch AI off and control the characters myself. |
The "air is clean"?
The "air smells"? Are we talking stationary, area-of-affect spells here, or just enemies who suffer from bad nutrition? |
However, sometimes you want to just let them do their own thing if the fight is managable by them on their own. There is something magical when what they do is done on their own, ala "Sims go to War".
I must agree. |
Quote:
|
Tiring is the word you're after. ;)
The scripts are about 700K in their BAF form. Just imagine how long they are... :eek: |
The enemies. I meant the value of CombatCounter(0) - TRUE or FALSE.
|
That makes more sense. ;)
Though i fail to see how it makes a trap detecting character "a monster" - it just saves a few mouse clicks, that's all. |
Quote:
My Warrior scripts will not be as long though, since I was perfectly happy with them just hacking and slashing, with the occasional potion drinking in between. The NIGHTMARE is when I want to compile my Mage AI Script. On my trusty old 266 MHz, it can easily take minutes... ... |
You think that compiling long scripts on a 266 MHz computer takes time?
Try being an active forum user with a humble 56K modem! :( |
Quote:
If you ever start compiling somthing non-trivial (IE scripts are trivial in the sense that they are not optimised, and are handled in a single pass) then hours are standard. Or anything in 3d. A c-strike map I once worked on (never released, HDD died and I just coudnt face restarting) was taking up to 72 hours to compile. Yes, thats 3 days. And that was with a 450Mhz. |
Quote:
In other news... I finally realised why my Archer failed to use her Call Shot ability... it was 4121... not 3121! ARRGGGHHHH! Hmmmm... wonder what else I can dig out of this script... ... |
Quote:
|
Quote:
Oh, i had no idea!! :D [img]tongue.gif[/img] [ 11-15-2002, 09:26 AM: Message edited by: Alson ] |
Quote:
|
Yeah, gee, compiling scripts sure takes forever on my 2.4 GHZ box. =D
*relentlessly brags* |
Quote:
BTW Dundee, can i see your IWD scripts (if they are IWD2 compatible that is) [ 11-16-2002, 01:27 AM: Message edited by: White Lancer ] |
I highly doubt IWD1 scripts will work with IWD2 scripts. Different stats, spells, names and all that.
|
I'd give away my machine...
For Weimer's brain. =P |
The machine might be more useful :).
If you are finding that script compilation takes too long, drop the in-game compiler and the TeamBG compiler and pick up Near Infinity. Its "compiler drop zone" is orders of magnitude (really!) faster. If you are already using NI and things are too slow, I have no additional advice for you. |
Quote:
If there are monsters nearby (detected, not seen was his implication), then the fight icon will light up. That's how I read it anyway [img]smile.gif[/img] |
All times are GMT -4. The time now is 05:48 AM. |
Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved