Admins, please do not move this to the cogging section, I want people actually seeing this message :/
Hiyas ppl, I'm working on an advanced AI system to release for all to use. It is to replace the, uhh, 'lesser quality' AI systems JK comes with. This is a fully automated system that uses nodes. I'm looking for a co-COGger to work on this project, though I am able to do much of the work myself. Though I'm only looking for experienced coggers, I will explain how this all works for those interested.
Nodes are simply invisible positions to use as navigation points for AI Bots. It's the main way the RBots mod's bots move around, which is also why you must use the specially prepared levels that comes with the RBots mod. If the bot needs a powerup, the cog processes where the powerup is, and how to get there using this complex system of nodes.
What my concept and system does, is create these nodes in-game. Why is this good? A few reasons.
A) Eliminates the need for new levels (I had talked to Raynar about implementing this node system into RBots, he was interested but ended his work on the mod before I could really get started)
B) Cuts WAAAAY down on the level thing count (I will explain how later)
C) Allows the bot to create paths ON DEMAND - since the conditions in the level change rapidly (people being killed, powerups being taken, things being moved, etc) it can create a deeper sophistication of the AI Bot. (my bots will look for objects for cover, fire when the risk of being hit is lower, retreat if hurt badly, find and take powerups, etc)
How does my system save on the thing count (and some of you I'm sure are asking - what is a thing count?)
Well, the jedi knight engine can only have a certain number of things created in the game. Nodes (like in RBots) are just ghost positions all over the level - but they are still things. If you've ever played a build hax game and found you could no longer build or even shoot ur gun, you've reached the thing limit. While playing the actual game you wouldn't know the difference probably, but it takes editors a LOT of extremely tedious work placing these nodes. My cogs eliminate that.
How?
Well, it gets pretty technical, and if you have no knowledge of COG this will probably sound pretty rediculous to you.
My cog creates temporary nodes and does line of sight checking with the bot, the target, and other temporary nodes to make a connnection. The nodes are destroyed afterwards. Of course, you don't want your bot finding a path and not knowing it is through a pit of water. Therefore I have ideas and concepts of a cog subroutine called the N.E.R.D. (Node Environment Recognition Device) which does exactly what it means. It recognizes flags of surfaces, sectors, even lighting and textures to determine if the node in the path is safe to travel to. If it isnt, it tries to find another connection. This all gets extremely advanced even when dealing with 2 or more node LOS checking. Let alone when you combine that with the N.E.R.D. checking. Obviously it's taken in stages. The path creation will be completed first, the N.E.R.D. will be added second.
I'm looking for somebody good with COGging and perhaps more importantly, good with logic. Some of the node/path creation and LOS checking is boggling my mind, even with my prescribed ritalin and lots of caffiene pumping through my viens. I've rambled on about this all, but at least I've hopefully caught someone's attention (as opposed to a newb saying "yeah i wanna make a cool bad guy thing someone really good help me").
By the way, I don't think i've mentioned this is to be a single-player AI system only for the time being. I have no current plans to incorporate this into multiplayer bots.
Hiyas ppl, I'm working on an advanced AI system to release for all to use. It is to replace the, uhh, 'lesser quality' AI systems JK comes with. This is a fully automated system that uses nodes. I'm looking for a co-COGger to work on this project, though I am able to do much of the work myself. Though I'm only looking for experienced coggers, I will explain how this all works for those interested.
Nodes are simply invisible positions to use as navigation points for AI Bots. It's the main way the RBots mod's bots move around, which is also why you must use the specially prepared levels that comes with the RBots mod. If the bot needs a powerup, the cog processes where the powerup is, and how to get there using this complex system of nodes.
What my concept and system does, is create these nodes in-game. Why is this good? A few reasons.
A) Eliminates the need for new levels (I had talked to Raynar about implementing this node system into RBots, he was interested but ended his work on the mod before I could really get started)
B) Cuts WAAAAY down on the level thing count (I will explain how later)
C) Allows the bot to create paths ON DEMAND - since the conditions in the level change rapidly (people being killed, powerups being taken, things being moved, etc) it can create a deeper sophistication of the AI Bot. (my bots will look for objects for cover, fire when the risk of being hit is lower, retreat if hurt badly, find and take powerups, etc)
How does my system save on the thing count (and some of you I'm sure are asking - what is a thing count?)
Well, the jedi knight engine can only have a certain number of things created in the game. Nodes (like in RBots) are just ghost positions all over the level - but they are still things. If you've ever played a build hax game and found you could no longer build or even shoot ur gun, you've reached the thing limit. While playing the actual game you wouldn't know the difference probably, but it takes editors a LOT of extremely tedious work placing these nodes. My cogs eliminate that.
How?
Well, it gets pretty technical, and if you have no knowledge of COG this will probably sound pretty rediculous to you.
My cog creates temporary nodes and does line of sight checking with the bot, the target, and other temporary nodes to make a connnection. The nodes are destroyed afterwards. Of course, you don't want your bot finding a path and not knowing it is through a pit of water. Therefore I have ideas and concepts of a cog subroutine called the N.E.R.D. (Node Environment Recognition Device) which does exactly what it means. It recognizes flags of surfaces, sectors, even lighting and textures to determine if the node in the path is safe to travel to. If it isnt, it tries to find another connection. This all gets extremely advanced even when dealing with 2 or more node LOS checking. Let alone when you combine that with the N.E.R.D. checking. Obviously it's taken in stages. The path creation will be completed first, the N.E.R.D. will be added second.
I'm looking for somebody good with COGging and perhaps more importantly, good with logic. Some of the node/path creation and LOS checking is boggling my mind, even with my prescribed ritalin and lots of caffiene pumping through my viens. I've rambled on about this all, but at least I've hopefully caught someone's attention (as opposed to a newb saying "yeah i wanna make a cool bad guy thing someone really good help me").
By the way, I don't think i've mentioned this is to be a single-player AI system only for the time being. I have no current plans to incorporate this into multiplayer bots.