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Dogtags

Why not make ai configurable?

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It may be too late for this but why don't developers think out of the box and make it so AI can be tweaked by the user community?

Yes the detailed tweaks like adding new functions will only be done by experienced community coders but why not make it so they can?

Many wish Oblivion was like this and Arma is no different. Imagine the man hrs that could go into making a near perfect AI or at least one that has IQ more than about 5.

Ok Take a look at the way you could customise and script Neverwinter Nights for example, still not perfect but heading the right way.

Whay does the AI code have to be imbedded so deep in the core code? It shouldn't be.

It should be this way IMO and then watch the product community explode as did the NWN community with addons, mods etc. Downloading AI mods to perfect the AI over time is the way to go or even mod the AI to have some fun, why not.

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search ""fsm" wink_o.gif

Thats only half of it. The pathfinding/targetdetection etc is still hardcoded. wink_o.gif

Though making everything completely accessible may be alot (=too much) of work.

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You wish to program a path finding algorithm?

I don't think that making everything accessible would be a good thing. You think we have cheating problems now!

To make everything accessible, you're basically asking BIS to make you a template with which you can make your own game. Templates exist in the form of open source games, applications, graphics / physics / sound engines, etc. In order for BIS to keep this thing theirs, and for other considerations such as performance, security, cohesion, etc not everything can be driven by scripts. If you want to make a video game, go ahead and get a few people together to make one, but don't ask BIS to do most of the work for you!

I'm also sort of at issue with these posts that request BIS to compromise the integrity of their product so that other people can do lots of hard work to do what TOP wants. This is basically an addon request thread in the form of 'I wish this addon was possible' thread, and we all know how popular those are.

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Agreed not everything can be easily accessible but behavior certainly can be and the ability to add new behaviors and change existing behavior should be.

My understanding is there is the "Core" AI code and then there is the functions around the core code that determine behavior so for example modifying hearing distance for example or a more detailed fix like hearing distance with a lot of If/Then statements etc....

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My understanding is there is the "Core" AI code and then there is the functions around the core code that determine behavior so for example modifying hearing distance for example or a more detailed fix like hearing distance with a lot of If/Then statements etc....

Part of it is hardcoded. (Pathfinding, mixing of config values etc)

Part of it is config values: Engagement ranges, seeing/hearing abilities, etc. These are editable

Part of it is in the .FSM's: AI scripts which i cannot describe properly but in them in when to reload/take cover, when to cover his groupmember, to engage, etc etc. These are also editable.

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