If you want to save something or .. dunno, you have one week left. (Vids won't be deleted.)
Anyway, I don't think we have a reason to panic, we will simply make a new group when they released their new "product".
Having 100 MB for a 5 minute LQ vid isnt appealing
]]>About the number of retries for pathfinding: sounds like a crucial improvement indeed. "Thanks for asking"
Seriously, we'll see what we can do, but please try and contribute some of those kick-ass AI for the Edition...
Loser usually doesn't detail the ingredients of his vids, which is a major shame.
Also, I wanted it to "hide" from geyser for long enough to cover the fact that I had a bit of spare time, but instead of compiling new CMBT/MELE files, I just spent my time working on this piece of....display of great Bungie programming ^_^. So, big apologies to geyser, and now I am polishing(completely rewriting) Brutal Konoko MELE profile. She will be tough opponent, not undefeatable but you will certainly not lariat-festival her to death.
About that video:
I haven't said anything about that feature here on the forum, but I did on a wiki quite a time ago (it is also documented there). Here is how it works:
Key consoles, which is Konoko supposed to use, are marked with "Alarm console flag". It is described HERE on the WIKI, console options, 0x40 bit (IMO these are console flags, not options).
Next part of my talking is connected with CMBT file (search it on Wiki):
When alarm logic is tripped by
*run for alarm* (0b) behavior, *run to alarm* if no gun possibility or maybe *Find alarm* pm_pursue_action,
engine checks ïf there is some console with 0x40 flag in "Alarm search distance" area. If there isn't any (and in original ONI there IS NOT any X_X ) this whole thing isn't working. So it looks like it is all defunct except of "ai2_doalarm" script command (but there YOU tell AI WHICH console it should trigger).
But if you set 0x40 to some consoles, engine picks the closest reachable one and tells AI to "ai2_doalarm" that console. So it works automatically as we modders like it to work ^_^.
That is all. In my little vid, I have set 0x40 flag for key consoles of the level (and we all know you have to trigger them in some order due to locked doors). Then I modded(extended) "Alarm search distance" of Konoko's CMBT profile. There I also set "Run to alarm" if no gun event.
In scripts, I called "ai2_spawnall" command (AI Konoko cannot trigger some trigger volumes) and then "ai2_makeaware konoko WH_Striker_C". That is the striker near the final console. Konoko, unarmed but knowning there is an enemy, advanced from one 0x40 flagged console to another until she reached her goal. All.
Loser
P.S.: Something for geyser (or maybe Neo): Would you please find in the exe allowed number of repath attempts (used when pathfinding is active and AI touches some obstacle while running) and somehow nullify it or set to a very high number??? Currently it is set to five and when AI gots stucked in some door, all five attempts are incredibly quickly used and AI abandons its goal, which is pretty annoying. Thanks.
]]>How does Konoko know which console she has to use? Is the order scripted or somewhere stored?
Loser usually doesn't detail the ingredients of his vids, which is a major shame.
My guess is that the objectives are set by a sequence of ai2_setjobstate calls.
In this example, the idle jobs are apparently reduced to ai2_doalarm tasks.
Binary hacks enable Konoko to fight back before resuming the console runs.
(they're not hacks, technically; just parameters that are never used in Oni)
The rest is not so important, and merely gives Konoko better survival skills.
Since she can't use powerups, she has to take very little damage in combat.
This is ensured by an upgraded melee profile, with fewer pauses and such.
I have only watched this thing once, so maybe I didn't notice something...
Anyway, either I'm missing a point or this statement is quite misleading:
this whole thing you can see is triggered by simple command - you tell AI Konoko that near the end of the level is enemy, and she goes through level, triggering consoles, until she reaches target enemy. If this enemy is far enough from the final console, she will use the final console, too (you can see it in my video).
As far as I know, Konoko won't use consoles to unlock doors unless you explicitly tell her to.
Thus an enemy target as the only objective sounds insufficient to explain Konoko's behavior.
Maybe it is possible, but either way Loser has "forgotten" to say something important here...
In my scheme of things, the first command would be to go the first console downstairs.
When activated, the console would tell Konoko to "do" the next, and so on, to the end.
Loser posted an awesome video demonstrating Oni's AI at the Oni Group.
Unbelievable vid. How does Konoko know which console she has to use? Is the order scripted or somewhere stored?
]]>If you want to join in the fun, make a video and add it to the group.
For PC users, you can use Fraps http://fraps.com/ or Taksi http://taksi.sourceforge.net/
Mac Users, there is iShowU http://www.shinywhitebox.com/home/home.html
There is also the Jing Project http://www.jingproject.com/
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