Advanced AI Uploaded to FTP
-
Sandermann
- Rust Monster
- Posts: 1228
- Joined: Sun Jul 18, 2004 3:01 pm
- Location: Richmond, North Yorkshire
Advanced AI Uploaded to FTP
I have uploaded the advanced AI to the ftp builders share folder.
Please follow these instructions carefully to install it in your module.
1)import "sand_advanced_ai" to your module.
2)To install the AI on a creature you have two options. I have included two template onspawn files. acf_cre_os_advai_template and acf_cre_os_advai_norandom. It is recommended you use one of these files. DO NOT modify acf_cre_os_advai_template, duplicate it to create custom on_spawn files for your creatures. There are lots of option in this file for generating random appearance and equipment for your NPC, the file is fully commented and should be simple enough to set up. If you use the "norandom" option there is no need to duplicate, simply put this script in the creatures on_spawn event.
3)If you wish to also use the looting system, open acf_cre_ondeath and change the line #include "acr_creature_i" to read #include "acr_creature_i_advanced"
. Your creature will now leave a corpse and a lootable object that can be interacted with totake items from the corpse. - THIS IS NOT YET FULLY TESTED. DO NOT USE ON A LIVE ALFA MOD YET.
4)Re-Compile all scripts in module
The AI is now installed, but please keep reading.
You do not need to set any spawn in switches on your NPCs. The system will allocate switches based on a large number of factors; equipment, allignment, intelligence, specific spells, etc.
If you need to force the NPC to use spells more or less often you can safely set X2_L_BEH_MAGIC to a value between 0 and 100. This is a percentage that the AI uses to determine if casting or using an ability is an option each turn. Note setting this to 100 does not mean the NPC will use a spell each round, only that using a spell will be an option each round.
You can also safely set the following options without interfering with the AI.
X2_L_SPAWN_USE_AMBIENT_IMMOBILE = 1 -or- X2_L_SPAWN_USE_AMBIENT = 1
to make the NPC use ambient animations.
NOTES FOR DMS
You will notice your creatures are much more effective now. You may need to re-asses their CR values. Of particular note is behaviour of groups, Large numbers of low CR creatures will now be more effective than they were previously. If you are a DM then I strongly suggest you experiment with the new AI in an OOC area to get a feel for how creatures behave.
Spellcasters and creatures with special abilites especially will be much more lethal.
Do not try to intefere with creatures once a fight has begun, you will only break the AI routines if you give movement or attack commands to the NPCs. This is because they are always "talking" to each other to co-ordinate actions. If you give a command for an archer to target something other than the target it has chosen then it will just revert to its chosen target in the next round and all other creatures involved will behave and plan as if it had been attacking that creature all the time. It is esspecially important you don't interfere with spellcasters. As a rule, once its spawned, leave it alone!
Please follow these instructions carefully to install it in your module.
1)import "sand_advanced_ai" to your module.
2)To install the AI on a creature you have two options. I have included two template onspawn files. acf_cre_os_advai_template and acf_cre_os_advai_norandom. It is recommended you use one of these files. DO NOT modify acf_cre_os_advai_template, duplicate it to create custom on_spawn files for your creatures. There are lots of option in this file for generating random appearance and equipment for your NPC, the file is fully commented and should be simple enough to set up. If you use the "norandom" option there is no need to duplicate, simply put this script in the creatures on_spawn event.
3)If you wish to also use the looting system, open acf_cre_ondeath and change the line #include "acr_creature_i" to read #include "acr_creature_i_advanced"
. Your creature will now leave a corpse and a lootable object that can be interacted with totake items from the corpse. - THIS IS NOT YET FULLY TESTED. DO NOT USE ON A LIVE ALFA MOD YET.
4)Re-Compile all scripts in module
The AI is now installed, but please keep reading.
You do not need to set any spawn in switches on your NPCs. The system will allocate switches based on a large number of factors; equipment, allignment, intelligence, specific spells, etc.
If you need to force the NPC to use spells more or less often you can safely set X2_L_BEH_MAGIC to a value between 0 and 100. This is a percentage that the AI uses to determine if casting or using an ability is an option each turn. Note setting this to 100 does not mean the NPC will use a spell each round, only that using a spell will be an option each round.
You can also safely set the following options without interfering with the AI.
X2_L_SPAWN_USE_AMBIENT_IMMOBILE = 1 -or- X2_L_SPAWN_USE_AMBIENT = 1
to make the NPC use ambient animations.
NOTES FOR DMS
You will notice your creatures are much more effective now. You may need to re-asses their CR values. Of particular note is behaviour of groups, Large numbers of low CR creatures will now be more effective than they were previously. If you are a DM then I strongly suggest you experiment with the new AI in an OOC area to get a feel for how creatures behave.
Spellcasters and creatures with special abilites especially will be much more lethal.
Do not try to intefere with creatures once a fight has begun, you will only break the AI routines if you give movement or attack commands to the NPCs. This is because they are always "talking" to each other to co-ordinate actions. If you give a command for an archer to target something other than the target it has chosen then it will just revert to its chosen target in the next round and all other creatures involved will behave and plan as if it had been attacking that creature all the time. It is esspecially important you don't interfere with spellcasters. As a rule, once its spawned, leave it alone!
Last edited by Sandermann on Mon May 09, 2011 1:34 am, edited 2 times in total.
PC: Liasola Dark Arrow
Ex PC: Arzit'el Tlabbar
Blindhamsterman : "I think Sand may have just won the internet"
Ex PC: Arzit'el Tlabbar
Blindhamsterman : "I think Sand may have just won the internet"
Re: Advanced AI Uploaded to FTP
Sand.. you are the king s**t mate..
Can't wait to disturb some players with this..
Can't wait to disturb some players with this..
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
- Blindhamsterman
- Haste Bear
- Posts: 2396
- Joined: Fri Jun 04, 2004 11:13 am
- Location: GMT
Re: Advanced AI Uploaded to FTP
there really any HDMs not considering using this??
to quote 300:
to quote 300:
This is Madness!
Standards Member
Current PC: Elenaril Avae'Kerym of the Lynx Lodge
Current PC: Elenaril Avae'Kerym of the Lynx Lodge
<Heero>: yeah for every pc ronan has killed dming, paazin has killed 2 with his spawns
- CloudDancing
- Ancient Red Dragon
- Posts: 2847
- Joined: Sun Jan 03, 2010 6:31 am
- Location: Oklahoma
- Contact:
Re: Advanced AI Uploaded to FTP
Just let me know when it goes live on the server so I don't use my usual "lots of littles" ambush attacks to soften up the Players. 
Re: Advanced AI Uploaded to FTP
where is the share folder on the builder's FTP?
All I can find is the 009 ftp that was setup for us....and it has only old MS stuff in it
I also checked the ND builder's FTP..no dice.
Sorry to be a pain, but login info is hard for me to find...I'm not too bright I guess
All I can find is the 009 ftp that was setup for us....and it has only old MS stuff in it
I also checked the ND builder's FTP..no dice.
Sorry to be a pain, but login info is hard for me to find...I'm not too bright I guess
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
Re: Advanced AI Uploaded to FTP
paaz helped me locate it.
The path is the DM FTP, then to NWN2 then Modules, then Builder's Share
The path is the DM FTP, then to NWN2 then Modules, then Builder's Share
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
Re: Advanced AI Uploaded to FTP
If you haven't used this already.. after some pretty extensive testing with a variety of creatures.. it rocks!
I actually think the CR ratings for properly built (meaning as per 3.5 D&D books that we can emulate in the toolset) critters are appropriate now and I can actually challenge PCs without TPKing..
I actually think the CR ratings for properly built (meaning as per 3.5 D&D books that we can emulate in the toolset) critters are appropriate now and I can actually challenge PCs without TPKing..
On indefinite real life hiatus
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
[22:52] <Veilan> obviously something sinister must be afoot if a DM does not have his social security number in his avatar name!
-
Sandermann
- Rust Monster
- Posts: 1228
- Joined: Sun Jul 18, 2004 3:01 pm
- Location: Richmond, North Yorkshire
Re: Advanced AI Uploaded to FTP
Is anyone running this in live yet, I'm very interested in feedback on how its behaving and if the difference in behaviour is being noticed
PC: Liasola Dark Arrow
Ex PC: Arzit'el Tlabbar
Blindhamsterman : "I think Sand may have just won the internet"
Ex PC: Arzit'el Tlabbar
Blindhamsterman : "I think Sand may have just won the internet"
Re: Advanced AI Uploaded to FTP
Once the scripts are in the module and isntalled, edit your creature blueprint properties as follows:
On Spawn In Script = acf_cre_os_advai_norandom
NOT: acf_cre_advai_norandom - typo in original post.
On Spawn In Script = acf_cre_os_advai_norandom
NOT: acf_cre_advai_norandom - typo in original post.
On playing together: http://www.giantitp.com/articles/tll307 ... 6efFP.html
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
Useful resource: http://nwn2.wikia.com/wiki/Main_Page
On bad governance: "I intend to bring democracy to this nation, and if anybody stands in my way I will crush him and his family."
You're All a Bunch of Damn Hippies
-
Sandermann
- Rust Monster
- Posts: 1228
- Joined: Sun Jul 18, 2004 3:01 pm
- Location: Richmond, North Yorkshire
Re: Advanced AI Uploaded to FTP
Thanks Castano, edited in original post. 
PC: Liasola Dark Arrow
Ex PC: Arzit'el Tlabbar
Blindhamsterman : "I think Sand may have just won the internet"
Ex PC: Arzit'el Tlabbar
Blindhamsterman : "I think Sand may have just won the internet"