Jump to content
The Dark Mod Forums

Tips on advanced AI patrolling?


Rooz

Recommended Posts

The script looks good so far.

 

Some notes:

  • Instead of storing the name of the target marking the start of the patrol route you should use the entity directly (you'll probably need it anyways). Either use getEntityKey("target0") or getTarget(0)
  • if (m_current_patrol_duration == m_max_patrol_duration) You probably want to use >= here, to avoid the condition to not be met due to rounding errors (unlikely, but never say never ;) )
  • iirc you cannot instantiate a new patrol to an ai by simple adding a path_corner as a target after spawn. What may work (haven't tested it) is to first issue a stopMove() on the ai and then add the path_corner as a target (preferable overriding an older one if existent) and issue a restartPatrol() on the ai. The ai will only use the target, though, if there is no more pathing information left for it, and I am not sure whether the stopMove() command will delete the older one if existent. The code is a bit hard to understand in that regard. You have to test it.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I'm getting closer. Passing the patrol's starting path_corner was giving me issues until I decided to just use a random entity as a spawnarg storage. There's gotta be a better way to do that, but this one works. In my case, the "patrol_base" is a nice rug.

 

You're right that changing a spawnarg doesn't initiate new behavior. Unfortunately, the stopMove/restartPatrol didn't either. The most I got it working was making the backup walk to the first corner (with the path kicks off) and then stand there. I got real excited the first time for about 3 seconds. I see that Grayman worked on the restartPatrol code. Maybe he has an idea.

 

Edit: with the current_duration == max_duration, it was the easiest way to have the situation occur once. I don't like using a == when things are getting incremented either... it'll do while I'm still learning though.

object patrol : ai_darkmod_base {
    float  m_current_patrol_duration; 	//duration in seconds
    float  m_max_patrol_duration; 		//time in minutes of expected patrol loop, spawnarg
    float  m_update_period; 			//going to be a constant 1 second
    entity m_route; 					//spawnarg target0
    void   init();
    void   updateLoop();
};
void patrol::init() {
	m_current_patrol_duration = 0.0;
        m_max_patrol_duration = getFloatKey( "max_patrol_duration" );
	m_update_period = 1.0; 				//checks every second
	m_route = getEntityKey("target0");
	thread updateLoop();
}
void patrol::updateLoop() {
    while (!AI_DEAD || !AI_KNOCKEDOUT)
    {
		if (m_current_patrol_duration == m_max_patrol_duration)
		{
			$patrol_base.setKey("missing_patrol", m_route.getKey("name"));
			$captain.callFunction("DispatchSearch");
		}
		m_current_patrol_duration = m_current_patrol_duration + 1.0;
		wait( m_update_period ); // wait a second
    }
}

// CAPTAIN
object captain : ai_darkmod_base {
	float dummy;
	entity patrol_start;
	void DispatchSearch();
	void init();
	void updateLoop();
};
void captain::init() {
	dummy = 1.0;
	thread updateLoop();
}
void captain::updateLoop() {
    while (!AI_DEAD || !AI_KNOCKEDOUT) { wait(5); }
}
void captain::DispatchSearch() {
	patrol_start = $patrol_base.getEntityKey("missing_patrol");
	$backup_1.stopMove();
	$backup_1.removeKey("target0");
	$backup_1.setKey("target0",patrol_start.getKey("name"));
	$backup_1.restartPatrol();
	sys.println("DispatchSearch fired");
	sys.println("patrol starting at " + $backup_1.getKey("target0"));
}
Edited by Rooz
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 2 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...