AI Path Master **New Discussion**
Posted: Wed Jul 27, 2011 2:04 am
Has anyone had the idea of possibly making a path node script, where when the player runs through a map... it records his positions after each respawn??? As possibly creating a mutator to remember these foot steps for AI to follow them??? Maybe it is actually possible to give AI a sense of intellegence, though it being copy cating... if this is possible... give me your opinions. I'd love to prioritize this over anything I am doing right now, if it is of course possible.
--List Of Ways--
1) Get rid of all of the monsters...
2) Mutator that allows the player to use an item that drops PathNodes... and possibly writes them to an INI.
3) The Mutator has multiple kinds of PathNodes, possibly JumpNodes, CrouchNodes, ShootNodes (Records target... aka.. trigger or mover) and also traces their rotation and coordinate.
4) The Mutator allows the player to spawn at a PlayerStart, and make nodes to the End of the map. And then restart the map to make another pathway. Once the player has made the group of PathNodes, and ends the level... the PathNodes get compiled to the INI.
5) Mutator that reads the Path Nodes and adds them to the regular game... so AI has a random choice of picking which Pathway it will use per re-spawn. Randomly, it will always use a different path.
**Here is a basic idea of the Recording.INI**
[PathRecord.ini]
//////////PathNodes///////////
[Vortex2.unr]
[PathGroup.Group1] // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 2 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
[PathGroup.END]
[PathGroup.Group2] // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 2 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
[PathGroup.END]
[SpireVillage.unr]
[PathGroup.Group1] // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 2 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
[PathGroup.END]
[PathGroup.Group2] // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 2 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
[PathGroup.END]
**Am I crazy, or is this possible
**
--List Of Ways--
1) Get rid of all of the monsters...
2) Mutator that allows the player to use an item that drops PathNodes... and possibly writes them to an INI.
3) The Mutator has multiple kinds of PathNodes, possibly JumpNodes, CrouchNodes, ShootNodes (Records target... aka.. trigger or mover) and also traces their rotation and coordinate.
4) The Mutator allows the player to spawn at a PlayerStart, and make nodes to the End of the map. And then restart the map to make another pathway. Once the player has made the group of PathNodes, and ends the level... the PathNodes get compiled to the INI.
5) Mutator that reads the Path Nodes and adds them to the regular game... so AI has a random choice of picking which Pathway it will use per re-spawn. Randomly, it will always use a different path.
**Here is a basic idea of the Recording.INI**
[PathRecord.ini]
//////////PathNodes///////////
[Vortex2.unr]
[PathGroup.Group1] // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 2 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
[PathGroup.END]
[PathGroup.Group2] // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 2 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
[PathGroup.END]
[SpireVillage.unr]
[PathGroup.Group1] // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 2 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
[PathGroup.END]
[PathGroup.Group2] // Initiated by the Player Start
-Pathnode 1 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 2 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathnode 3 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
-Pathjump 4 [map cordinate:x,y,z] [rot var: x,y,z]
//Player spawned
-Pathnode 5 [map cordinate:x,y,z] [rot var: x,y,z] //Player spawned
[PathGroup.END]
**Am I crazy, or is this possible