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Quick Guide to Advanced AI  XML
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Bathney


Microbe

Joined: 12/27/2008 15:46:04
Messages: 28
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Nihthasu7 wrote:
Ryuujin wrote:To be honest i havn't had trouble enarly as bad as in that video. The finale of my own adventure-in-progress takes place in a built up city-scape and I've gotten a small epic to chase me through an interior of a building and attack in the process

A key difference i believe in my experience is that I didn't add a floor to the building. It's simply ground with a texture decal on it. Creatures don't like walking over buildings.


So there's a good point. Has anyone else created interiors using the ground instead of floors? How was the movement and combat? Maybe the issue isn't the building walls, but the floor.


Yahoo! I got rid of all my floors and all my AI problems cleared up (didn't mention those earlier) - still working on the red face thing though thanks!
CopperWolf


Spacefaring Sporeling

Joined: 09/19/2008 02:39:38
Messages: 9713
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I have a problem with the AI.
I'm trying to make a patrol path that the creature follows in a circle without turning around at the end. I want him to keep going after that. It works, but then, as soon as I promote the creature to Advanced AI, it stops working. The creature turns around and does the rest of the circle backwards. I tried putting him back on a preset AI (Mindless), and the patrol started working again.
Why does the Advanced AI ruin my patrol looping?

This message was edited 2 times. Last update was at 07/14/2009 04:19:59



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DVDMaster


Civilized Sporeon

Joined: 05/12/2009 22:00:32
Messages: 2139
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rulycar wrote:NPC Exchange items with PLAYER


The gold coin is one color key (it's gate is between 1st NPC and the bottle).
The bottle is a different color key (it's gate is between 2nd NPC and the red key).
Both building fronts are invisible red gates (2nd NPC is set to wander NOT give key to player).


Very cool. I never thought about having the item also be a key that blocks the PC's access to the item.

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rulycar


Multicellular

Joined: 09/09/2008 08:40:38
Messages: 382
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DVDMaster wrote:
kiwi_tea wrote:Thanks DVDMaster, it was a pathing issue. A very large rock quite some distance from the object was interfering. Weird, but at least it's fixed now.

I really love the advanced AI, it's so much fun to toy with!


I'm finding pathing issues to be so troublesome, that I'm now thiking that the order of designing adventures should be:
1. Teraforming
2. Pacement of creatures & AI.
3. Building placement
4. Special effects.

Whenever, I do building placement first, I get into trouble.


Agree.
For myself I use a fully flat landscape while testing all intended AI behaviors.
It has made troubleshooting so much faster; anomalies become immediately noticeable while editing/testing.

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mixtyplix


Microbe

Joined: 03/17/2009 20:37:32
Messages: 67
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I need some help with the Advanced AI for an adventure that I'm making.

I have the Advanced AI set up as shown here, but for some odd reason the creature is just standing still.

I made three copies of the creature with the same Advanced AI settings so that they will fight with each other as well as the captain, and they are in an interior space which is made up of a couple buildings (used as the walls, floor, etc.)

I think that's all the relevant info about my problem.

Thanks in advance.

I'm not weird, I'm just normality challenged

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Bathney


Microbe

Joined: 12/27/2008 15:46:04
Messages: 28
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gee - I get one problem figured out only to run into half a dozen others with AI - I tried to take a screenshot but either didn't do it right or can't find it on the computer (I'm old - still learning - didn't grow up with computers and video type games) Anyway, I'll try to explain what I tried to do (and what I want to happen)....

What I want to happen:

NPC #1 to stay where he is until he sees the player.
When #1 sees player I want him to follow player (had pathing issues earlier which cleared up when removing the floor)
When player gets to teleporter, #1 follows him onto teleporter.

What I have:

Socialize -> first sight of player (I thought that would make him stay where he was)
Follow -> aware of player
Follow -> always player
move to -> aware of teleporter

(I had to make #1's awareness kind of low so he wouldn't rush out and start following the player right away)

what happens:

#1 stays where he is until the player has circled him a couple of times (not good for quest)
#1 will follow as long as player stops every few feet to make sure he is there
player moves to teleporter and gets teleported away... #1 is stuck behind and does not move to the teleporter

when I go back to AI to see what I can change, the final line of AI has changed by itself - although it still shows the same commands, when I open the commands instead of "move to" being checked the "emote" is checked... and instead of "aware of" it has "health" checked.... and instead of "teleporter" it has another NPC who is nowhere near checked.....

help! (when I've not had the socialize part in there the #1 rushes out to meet the player which messes up the quest as there is stuff the player has to find and see for the story) If I hadn't been working on this since the game came out I'd scrap it - but I feel like I've invested too much time to just throw it out. Hope someone can help - I'm at a loss.

Many thanks!
CopperWolf


Spacefaring Sporeling

Joined: 09/19/2008 02:39:38
Messages: 9713
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Socialize -> first sight of player (I thought that would make him stay where he was)
Follow -> aware of player
Follow -> always player
move to -> aware of teleporter
Change socialize to "always".
Remove "follow player always", but keep the "follow player when aware of player".
Move the "move to teleporter if aware of teleporter" above the "follow player when aware of player".

This should make it:

Socialize -> Always
Move to (teleporter) -> Aware of (teleporter)
Follow (player) -> Aware of (player)

I checked, and this works.


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DVDMaster


Civilized Sporeon

Joined: 05/12/2009 22:00:32
Messages: 2139
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Bathney wrote: gee - I get one problem figured out only to run into half a dozen others with AI - I tried to take a screenshot but either didn't do it right or can't find it on the computer (I'm old - still learning - didn't grow up with computers and video type games) Anyway, I'll try to explain what I tried to do (and what I want to happen)....

What I want to happen:

NPC #1 to stay where he is until he sees the player.
When #1 sees player I want him to follow player (had pathing issues earlier which cleared up when removing the floor)
When player gets to teleporter, #1 follows him onto teleporter.


Socialize is a good idea, but I don't think allied NPCs will follow you through teleporters.

Here is what works for me:
FOLLOW PLAYER if AWARE of PLAYER
MOVE TO AWARE of TELEPORTER
IDLE NEUTRAL ALWAYS

You might also want to switch line 2 to read: PATROL AWARE OF TELEPORTER
And then you have to be careful that the NPC is close enough to be aware of the teleporter before the Player uses the teleporter.

If you switch lines 1 & 2, the NPC will rush ahead of the player and use the teleporter.

Also, depending on where you are teleporting to, it might be easier to have two copies of the NPC. One on the take off side of the teleporter and another at the desination. The player won't be able to tell that it is a different NPC.




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Bathney


Microbe

Joined: 12/27/2008 15:46:04
Messages: 28
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Thanks to you both - Wolf - I tried it real quick last night and the little bugger stopped following me at one point (might have another pathing issue but was too tired to check) - -I'll check that tonight AND - DVD - I'll try yours as well - I like the idea of having a second copy of the NPC at the destination - brilliant! If nothing else works I know I can do that - BTW - the adventure is designed off the old Hero Quest game (board game) - I used to play it with my kids before we got a computer - so it isn't that difficult (made it for younger players) and isn't very creative compared to a lot of adventures I've seen - but if I ever get it finished, I'll be pleased
zilvox


Microbe

Joined: 10/04/2008 03:28:17
Messages: 60
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how do you set them to advanced?

Check out my forest trek adventures, #4 is under contstruction
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BenKane


Spacefaring Sporeling

Joined: 03/02/2009 11:51:38
Messages: 5960
Location:
I am lost. I've gone to look for myself. If I return before I get back, please ask me to wait.

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just hold down control and click.

BenKane is a super-intelligent shade of blue.
CopperWolf


Spacefaring Sporeling

Joined: 09/19/2008 02:39:38
Messages: 9713
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zilvox wrote:how do you set them to advanced?
Double-click on the creature, then Ctrl+click on one of the regular behaviors.


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Bathney


Microbe

Joined: 12/27/2008 15:46:04
Messages: 28
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Ok - I hope I'm doing the photo cut and paste correctly (and it isn't too large because I don't want to get in trouble!)

Basically, it seems whenever I set an advanced AI - and it doesn't work, I open it back up to see what the problem is... regardless of how many or how few behaviors I have set, all of them get changed - example below - I set the behavior as follow player always - and when the little guy didn't follow me, I opened it up and found that the always had been changed to health (that is what is now checked) - every single item had been changed to something else (I only used one photo as an example) - and it happens every time regardless of how many behaviors I have on it (one up to five - same thing)

1. Has this happened to anyone else?

2. Is there a way to fix it?

Thanks!
DVDMaster


Civilized Sporeon

Joined: 05/12/2009 22:00:32
Messages: 2139
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Bathney wrote:Ok - I hope I'm doing the photo cut and paste correctly (and it isn't too large because I don't want to get in trouble!)

Basically, it seems whenever I set an advanced AI - and it doesn't work, I open it back up to see what the problem is... regardless of how many or how few behaviors I have set, all of them get changed - example below - I set the behavior as follow player always - and when the little guy didn't follow me, I opened it up and found that the always had been changed to health (that is what is now checked) - every single item had been changed to something else (I only used one photo as an example) - and it happens every time regardless of how many behaviors I have on it (one up to five - same thing)


This happens to me. However, I as far as I can tell the problem is with drawing the drop down option box. When the option box is closed, what is displayed is what is programmed (as far as I can tell).

I would try removing all the buildings from the area, because I find that awareness and building is the problem most of the time. (see my signature for a link about the specifics).

You can also simplify the AI rules to just FOLLOW PLAYER ALWAS and see if that works. Then slowly add the other rules one at a time.




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Bathney


Microbe

Joined: 12/27/2008 15:46:04
Messages: 28
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Thanks!! Will give it a try - although I think I'll just move the NPC to a different area of the planet to test it.... he is in a dungeon maze that took me two weeks to build (and it isn't even that complicated!!) Of course if all is well away from the maze, then it's back to the drawing board for me!
 
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