c4t Posted June 22, 2003 Report Share Posted June 22, 2003 i have no idea how hard this would be to code, seeing as i have basically no experience, but in the original xcom once an alien paniced or you disarmed him and left him alone forever he would never pick up his gun again. i think they should be able to pick it up, and if they run out of amunition, and they 'know' where some amunition is or see it on screen, they run to their buddy's corpse or something and grab it and load up and killey everything, including the ground and the trees. sometimes ants. sorry if this has been done before or it has been implimented in other versions of xcom Link to comment Share on other sites More sharing options...
GreatGold Posted June 22, 2003 Report Share Posted June 22, 2003 Hey - Yeah, I think this is a good point. It is especially important for future releases, when aliens will be human controlled in MP. Also, if you ever want to play a SP game as aliens, this would be important... So I figure, for balance if not just good design, this should be implemented. Gold Link to comment Share on other sites More sharing options...
mikker Posted June 23, 2003 Report Share Posted June 23, 2003 btw, can you make aliens pick up your weapons in mc? Link to comment Share on other sites More sharing options...
c4t Posted July 5, 2003 Author Report Share Posted July 5, 2003 btw, can you make aliens pick up your weapons in mc?yes, you can have chyrssalids pick up heavy plasmas and shoot them, and im sure they have no idea how to fire those since they never have them anyways, and im almost positive you could equip one with a HUMON rifle. Link to comment Share on other sites More sharing options...
Breunor Posted July 5, 2003 Report Share Posted July 5, 2003 I expect there will be variables for each alien that will affect the AI, in addition to movement and agressiveness there should be what happens when ammo runs out. If ammo=0, I expect the priority would be to move towards ammo on the ground. Whether they would drop a loaded plasma pistol to pick up a loaded blaster launcher, I don't know... since it's all coding related, I really don't know about any of it, but it sounds reasonable. Link to comment Share on other sites More sharing options...
c4t Posted July 5, 2003 Author Report Share Posted July 5, 2003 maybe the ai could "anticipate" ammo run outs. lets say an alien has a heavy plasma with 2 shots left, and his buddy just gets iced, and lets say just before he died he was a clever one and tossed an alien grenade at his aggressor. thus, both get killed, now, the guy with 2 shots left comes up uppon his corpse, and see's that there is an empty clip, he is on his way towards xcom operatives in the area, so dies he pick up the clip? or just leave it? that sounds like an easier said than done situation. about picking up different weapons, that in my opinion may be hard because it would depend on the tactical situation he is in. maybe? ok, whatever i should probably stop talking now Link to comment Share on other sites More sharing options...
Aosar Posted July 6, 2003 Report Share Posted July 6, 2003 Hmm... I think you could do it, I'm no expert on AI, but I see no reason why it should be impossible... Since the data about the ammunition amount in the gun is already saved in a variable it should be only a matter of scripting the correct commands for reacting when ammo is low. Only hard bit would be to make the AI remember the items the units have seen... Link to comment Share on other sites More sharing options...
Jibberstein Posted August 7, 2003 Report Share Posted August 7, 2003 If you want the AI to tell which items have been seen, and which haven't, it's easier to have the items remember whether they have been spotted by the AI, and then have the alien search for the nearest item that meets it needs AND has been seen by the alien side before. This assumes that one one alien has seen an item, all aliens will know where it is, but since they're all psychicly linked, that's a fair assumtion Link to comment Share on other sites More sharing options...
Cpl. Facehugger Posted August 8, 2003 Report Share Posted August 8, 2003 Of course getting to that clip on the ground alive is going to be a problem. :: Anyway, in one of my apoc games, I stunned an anthropod, then lost one of my guys nearby who had only a toxigun with tox b. Soon after, the blue dunce woke up, and picked up the first weapon he saw, a toxigun (which can't kill humans well) He then proceeded to shoot at my guys. I just laughed and laughed. Funny as it was, I hope xenocide would make the aliens react intelligently to picking up weapons. It could be as simple as: when out of ammo, pickup nearest blaster launcher within 10 squares. If no bl is present pickup nearest heavy plasma within 10 squares and so on. Link to comment Share on other sites More sharing options...
Breunor Posted August 8, 2003 Report Share Posted August 8, 2003 My understanding is that every possible action is put in a list with a given weight to it or percent chance to happen. If a trigger like zero ammo occurs, I think the weights can be changed to affect the behavior. So if the ammo runs out, I think you could put 'pick up loaded blaster launcher within X meters 100%, pick up plasma... pick up laser...' etc. You just weight the preferred weapons higher, and the alien should do OK. I might be totally off though, I haven't done AI before... Link to comment Share on other sites More sharing options...
Jesus Escariut Posted August 8, 2003 Report Share Posted August 8, 2003 wouldnt this make baiting possible? I go into a tactical, with an extra fully loaded weapon like.. a BL, or Hvy Plasma. I then setup up my guys around the weapon out in the clearing, and wait for the alien to come to it while my other guys are out searching for him... is it possible to change the code to this,if xcorps unit is within X squares of weapon, ignore weapon and goto next weapon... but if there are no other weapons the alien makes a mad dash for that gun.. maybe we can make him hoot and holler Link to comment Share on other sites More sharing options...
Guest Jim69 Posted August 8, 2003 Report Share Posted August 8, 2003 wouldnt this make baiting possible? I go into a tactical, with an extra fully loaded weapon like.. a BL, or Hvy Plasma. I then setup up my guys around the weapon out in the clearing, and wait for the alien to come to it while my other guys are out searching for him... is it possible to change the code to this,if xcorps unit is within X squares of weapon, ignore weapon and goto next weapon... but if there are no other weapons the alien makes a mad dash for that gun.. maybe we can make him hoot and hollerEasy enough, if they see X-Com and they aint armed then the highest priority is to get to other team members with weapons, or failing that, find cover, or failing that running somewhere where there are no X-Com units known about. Link to comment Share on other sites More sharing options...
j'ordos Posted August 8, 2003 Report Share Posted August 8, 2003 Besides, if as long as they have ammo they probably should ignore weapons on the ground, so baiting would only work once they're out of ammo. Link to comment Share on other sites More sharing options...
Jesus Escariut Posted August 8, 2003 Report Share Posted August 8, 2003 the baiting was for the low ammo idea, alien has 2 ammo left, goes to seen weapons. Easy enough, if they see X-Com and they aint armed then the highest priority is to get to other team members with weapons, or failing that, find cover, or failing that running somewhere where there are no X-Com units known about. this makes sense, thanks for that point out Link to comment Share on other sites More sharing options...
Guest Jim69 Posted August 8, 2003 Report Share Posted August 8, 2003 Don't worry 2 much about it, if someone doesn't pick it up now they will when the battlescape and AI is available 2 use and being tested, and as long as there is a concensus to post all bugs like this then it won't be a problem. Link to comment Share on other sites More sharing options...
hArk Posted August 10, 2003 Report Share Posted August 10, 2003 0 ammo = find some ammo or weapon at all cost or run away Low ammo = find ammo or weapon but do not pick it up if in enemy LOS Medium = if comes across ammo of same type or an weapon upgrade takes opportunity of course no enemy LOS FULL = only if a better weapon is on route and no LOS from enemy I think I coved all bases on exploitable AI weapon but could be wrong since I can't code Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now