Now updated from 1.2. 1.3 holds an entire AI package that can be used with, or without Bioware's AI (Override or not). It basically tried to improved a creature's combat actions - including perception (hearing) spellcasting (choosing the right spells) and targeting (not always going for the nearest...). Please note: The ERF's included have been reverted using Lilacs reverter. Nothing in the scripts or Spell Trigger creature should not be in NwN 1.62, however, if there is an error, contact me.
They should automatically do it, it might be you have corpses turned off, they are out of range? Not sure myself, I can't help much more then that without more info. _________________________ Jasperre Scripter. AI builder. Not Jassper.
Posted by Darafeyen at 2006-07-2119:36:42
Im using 1.67, and the non override. Yes, have imported the optoinal erf as well. However, I cant seem to get clerics to raise. Can anyone help? Darafeyen
Posted by hympyke at 2006-07-1121:55:01
I noticed the problem when I started setting the archer settings... I set archers to move back and shoot, then tested some archers, and they draw swords and charge. They even do it when I set the AI for ALWAYS SHOOT. Answer: Posted by ShadowM at 2006-02-12 22:12:06 NovelistEye I fixed this issue over on the HCR forum under Knowledge Base/ Supporting Jasperre's AI 1.3 topice. But the HCR forum begone.. I have same problems. Can anybody help me?
Posted by oscar at 2006-04-1509:25:32
Great. Thanks!
Posted by Lord at 2006-03-1108:43:15
Thanks for the help, Jasperre. I was also thinking of something else. Damage shields... It appears the AI does not "understand" when not to attack a character using for example Melf's Acid Sheath or other damage shields. Would it be possible to upgrade the AI to use other kinds of attacks (if they have it) when encountering such defences? Of course, if the monster has a bit of intelligence.
Posted by Jasperre at 2006-02-1618:08:14
Lord Mephisto, I forgot to add, the "fire immunity", except if you want a (lengthy) loop of item immunities, is almost impossible to detect. If a large loop was added to detect the fire immunity, well, that among other things (any damage immunity is otherwise impossible to test against), it might well slow the AI/module down a lot :( sorry. I can look into optional switches for the most "killer AI who cheats" spawn conditions though :) could be interesting to cast no fire spells if the target is totally immune! _________________________ Jasperre Scripter. AI builder. Not Jassper.
Posted by Jasperre at 2006-02-1618:05:01
Other comments have been sorted for now everyone. Lord Mephisto, the undead issue is odd, I hope it'll be fixed this next version due to each spell checking if it'll affect a target in its own way. I can only guess as to why they'd do this, since I am sure i coded it to never cast harm spells on undead (instead it might cast heal, but never curing spells, on them). The summon issue is odd. I'm not sure the AI will ever use custom summons, but dismissal and banishment are coded into the AI to cast almost sooner then timestop to get rid of summons, if they are in range! I almost never bothered to cast summons against high level casters in test situations due to them just instantly dispelling them. How strange. Post on the AI board if you have further details, here isn't a too good a place to post code to help. _________________________ Jasperre Scripter. AI builder. Not Jassper.
Posted by Lord at 2006-02-1513:49:30
Hello Jasperre, I have reported a similar shortcoming of the AI before, but here we go: For example, if the AI encounters an undead player or a player using undead summons, it continiously uses attacks which are either non-helpful or actualy heals the enemy. This was the shortcoming I reported earlier. For example, it tries to cast Inflict Wounds, Negative Energy Ray, Negative Energy Burst and other similar abilities on undead opponents. When no damage is done or an actually helpful situation for the enemy occurs, it continues to do the same. But this has been said before. What I am experiencing is the a similar behaviour from the AI in other situations. When the AI encounters someone with 100 % fire immunity, it still continues to use fire-based attacks even though it has access to other things. This is a general trend. I hope this can be fixed in the next update, players are using such behaviour to "cheat" and the only thing I can manage to do to fix it is to redesign the monster/NPC. Any ideas how to prevent such things or fix it within the code? Also, the AI seems to ignore custom summons or some of the summons. If the AI is supplied with Banishment and Dismissal spells, they don't use it and go for the summon itself or the player instead. Any help would be greatly appreciated. I can code it myself if I had more knowledge about where I can find the different bits. Any suggestions from you would be superb. Thanks for a very good AI addon! And good luck with 1.4! :)
Posted by ShadowM at 2006-02-1222:12:06
NovelistEye I fixed this issue over on the HCR forum under Knowledge Base/ Supporting Jasperre's AI 1.3 topice.
Posted by NovelistEye at 2006-02-0513:02:00
Jasperre, I am having trouble with your AI. No matter what I do, or change, it seems like the creatures are just ignoring the AI altogether. I have all the scripts in the right place, that I am certain. I noticed the problem when I started setting the archer settings... I set archers to move back and shoot, then tested some archers, and they draw swords and charge. They even do it when I set the AI for ALWAYS SHOOT. I am baffled. I have been scripting for about 3 years now on and off... but this has me stumped. Is there a MASTER SWITCH (like in HCR) that you have to enable to get the AI to operate? I am using your HCR 3_2 compatible version, which is the version of HCR that I am running. If you can assist, email me at novelisteye@comcast.net ... Unless you think it is something stupid and easy that I am doing wrong. Thanks...