hey can I edit the AI....

Prosper

Where'd That 6th Toe Come From?
Ok well I spent all day today creating a cool thing for misson01 in the campaign.

I have 4 robot helpers.
Assassin Bot
Decoy Bot
Team Mainframe Bot
Personal Security Guard Bot

They are all setup nicely, except there lies a problem..

It is not as much about me anymore! I am too busy controlling the robots and leaving my main character in the dust!

I would like to create my own auto-AI for each bot.

I want the mainframe bot to manage the team.(healing and stuff)

I would like the assassin to be able to go ahead of the team and takeout some people.

I would like the decoy to do his stuff to.

So can i work hard and get some cool AI? HOw if so?

also if so... can I teach my assassin bot and decoy to work together?

example: the assassin bot climbs up ladder kill the guy in the tower. then decoy comes up and sets trap on the ladder? :)
 
I haven't been doing any FOT modding for a long while and should be cramming now, but meh. You could probably go through a nightmare of laborious scripting to restrict yourself. A lot of work for little advantage. Such as by using teams, wait command, zones, waypoints, (possibly C4 remote controls?), set urgency etc.

Can't remember a heal/set trap command, but you could get waypoints to follow people around with move entity to, then change team with HP < X/entity at zone etc. But that would still require that you control them for short periods of time.

Magic A.I. won't happen, so it would probably be as pointless as my post. Just make your robots weaker/player stronger if that is the problem.

Do your homework and learn how to use the editor, such as read the EDITOR readme etc. and look for inspiration.
 
Nope no editing the ai, no heal or set trap scripting. To get any actor to work independently you'll have to set up waypoints and triggers.
Prosper said:
It is not as much about me anymore! I am too busy controlling the robots and leaving my main character in the dust!
But really controlling all the bots and the main dude, how is it any different to controlling a normal squad? It was never about you in the first place, it is a squad level tactical game after all.

Why not make your character the mainframe bot (edit or create a prefab)?
 
requiem_for_a_starfury said:
Nope no editing the ai, no heal or set trap scripting. To get any actor to work independently you'll have to set up waypoints and triggers.
Prosper said:
It is not as much about me anymore! I am too busy controlling the robots and leaving my main character in the dust!
But really controlling all the bots and the main dude, how is it any different to controlling a normal squad? It was never about you in the first place, it is a squad level tactical game after all.

Why not make your character the mainframe bot (edit or create a prefab)?

Is there a way to export a trigger? If so I can just make one really advanced trigger, and I will call it ROBOT AI. then just import it for each map and maybe adjust it a bit?

it should give the effect that my robots have special AI throughout the game ,yes?
 
You can save and load triggers into different maps, but if you are editing the main campaign this will overwrite all the existing triggers for the map.

Besides you'd need more than one trigger, there's no such thing as an advanced trigger in FOT. It's all hardcoded and gui based, all you can basically change is amounts, times and (for want of a better word) targets. And if there isn't already a trigger to do something then you can't write your own script.
 
requiem_for_a_starfury said:
You can save and load triggers into different maps, but if you are editing the main campaign this will overwrite all the existing triggers for the map.

Besides you'd need more than one trigger, there's no such thing as an advanced trigger in FOT. It's all hardcoded and gui based, all you can basically change is amounts, times and (for want of a better word) targets. And if there isn't already a trigger to do something then you can't write your own script.

ok I just recalled that i saw something about (hey there is kids advertised in banner?)).. but yeah you can make campaign variables! so that would mean a totally static settings, which means I could setup a AI, in a sense.

I will experiment now i guess.

@you requiem, I seen your posts tell multiple people about how restricted and how incapable the tactics editor is, my guess you got very disappointed when you first bought the game. I too am disappointed "from what you say", that I cannot create custom AI like I want... But I will not give up on making an rpg.
 
Prosper said:
ok I just recalled that i saw something about (hey there is kids advertised in banner?)).. but yeah you can make campaign variables! so that would mean a totally static settings, which means I could setup a AI, in a sense.
Campaign variables are to tell one mission or bunker that you've done something in another, it wouldn't allow for setting up triggers in one map to control the bots in another.

Prosper said:
@you requiem, I seen your posts tell multiple people about how restricted and how incapable the tactics editor is, my guess you got very disappointed when you first bought the game. I too am disappointed "from what you say", that I cannot create custom AI like I want... But I will not give up on making an rpg.
Disappointed when buying the game? Nope, disappointed after spending the best part of six years modding it maybe. Disappointed that everyone keeps trying to turn it into an rpg when it's crying out for some decent tactical combat missions, definitely.

The editors are fine, for making a tactical combat game. Not ideal, but easy to use and fairly flexible but limited.
 
requiem_for_a_starfury said:
Prosper said:
ok I just recalled that i saw something about (hey there is kids advertised in banner?)).. but yeah you can make campaign variables! so that would mean a totally static settings, which means I could setup a AI, in a sense.
Campaign variables are to tell one mission or bunker that you've done something in another, it wouldn't allow for setting up triggers in one map to control the bots in another.

Prosper said:
@you requiem, I seen your posts tell multiple people about how restricted and how incapable the tactics editor is, my guess you got very disappointed when you first bought the game. I too am disappointed "from what you say", that I cannot create custom AI like I want... But I will not give up on making an rpg.
Disappointed when buying the game? Nope, disappointed after spending the best part of six years modding it maybe. Disappointed that everyone keeps trying to turn it into an rpg when it's crying out for some decent tactical combat missions, definitely.

The editors are fine, for making a tactical combat game. Not ideal, but easy to use and fairly flexible but limited.

Ah k! I guess I will have to play around and see what game I really want to make.

p.s. ok it makes sense now. you just like a different genre. and the editors happen to handle that "genre" mostly/only.
 
Prosper said:
p.s. ok it makes sense now. you just like a different genre. and the editors happen to handle that "genre" mostly/only.
I like both, I like Fallout as much as I like JA2 and prefer both to FOT. I just happen to prefer modding FOT to the others. But the Fallout community does have two moddable engines, one for rpgs and one for tactical combat. Yet virtually everyone who wants to mod FOT wants to make it into an rpg.

Not that I'm against adding more depth to the game, it sure needs something to make up for the lack of tactical options. I am fed up though, of people who want to make this or that then can't and blame the editors/engine for not being able to add a simple rpg feature.

BTW you don't have to quote someone's entire post, especially if it's the post above yours.
 
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