The idea behind this project has been to create a set of artificial intelligence scripts for combat that can be easily configured and extended to suit the needs of the community. Configuration is simple enough that even those with little or no scripting experience should be able to get creatures behaving as they want, while the extensibility allows those with scripting experience to add new behaviours and integrate them with the existing core set of behaviours with a small amount of work. The core behaviours provided with the package were written with the approach of making the creatures fight more like humans fight when playing NWN. It tries to simulate the creatures being more aware of what is happening around them, using their abilities more intelligently, and especially improving the teamwork of groups of creatures. If you have questions about these scripts or need help with any aspect of their use please direct them to the Scripting board in the forums at the CODI site.
That post doesn't seem to help. I just installed these scripts into my PW and set them up on a few choice NPCs. Was nice to see some NPCs with brains! But after awhile (and after they killed my test subject a few times) they just stopped attacking. They were still activating the attack shout, which means they did perceive - but they'd just stand there. I think after a little while of one-hit and run from the player, they started attacking again. Anyone using this AI unmodified from this post and it works perfectly?
Posted by merentha at on04/01/04
I just had a dragon chase me across areas last night and when we finished transitioning I stood in place and unloaded all spells and a number of scrolls taking it down. The entire time the dragon just stood facing me. The scripts this particular beast was on are the AI scripts I got from here. In case the info helps...I had just assumed it was because after we transitioned it shifted me behind the area transition point on that map and so I may have been in an invalid place?-Merentha Purveyor of Fine Music, Fine Wines and Fine Women! (hey we all dream!) _________________________ Currently awfg and deep into cyberpunk of AO, but I'll eventually come back to NWN :) No wait, playin' DDO! But I've got a copy of NWN2 to load up and play >
Posted by Plundar at 2004-01-1912:38:00
I see Namelessone mentioned this: "In the release of v1.0 we overwrote the default scripts and that cause problems for a fair amount of people. This time around we went with non-overwriting scripts to avoid that. You still have the option to save the creature event scripts (any scripts with names of the form no_ai_*, eg/ no_ai_atk, no_ai_blk, etc) with the names of the corresponding default scripts." I have not worked with any of the scripts before but I am familiar with making backups and changing filenames. Could I get a list of which CODI files replace which default files so I can make the CODI AI the default AI? Could this be added to the readme file perhaps? Thanks for your time.
Posted by LoCash at 2004-01-1813:58:00
Well, I just checked that area in the toolset ... all creatures are already set to "Long" so that can't be the problem.
Posted by Dromin at 2004-01-1723:27:00
Well, it may have been that the creatures have a "short" perception or "average". I always set my critters to "long", that way the PCs don't get a free round of ranged fire at them.
Posted by NamelessOne at 2004-01-1505:33:00
LoCash: Thanks for the feedback. I haven't noticed the behaviour you've described in my own testing, but that doesn't mean there isn't some set of circumstances leading to what you're describing. There's only so many things I can test myself while working on these scripts. I'll take another look at it and see if I can spot any perception holes or anything else that might cause creatures not to kick into and remain in combat mode. hermyt: Good job. I have a rewrite of the healing behaviour planned (couldn't fit it in before release for the 12 days of madness) to allow it to include undead allies and inflict spells for consideration if the possiblity is there. CSM: I've just downloaded and tested the file myself and couldn't find anything wrong with it.
Posted by CSM at 2004-01-1317:46:00
The file is corrupted. Each time when I download the file or open it, I get a message that states that it is corrupted.
Posted by hermyt at 2004-01-0515:09:00
hmm, well to make this ai a tad more useful for undead casters of no small power, I added in the harmself ability into the dohealself function in no_lib_actions if(GetRacialType( OBJECT_SELF ) == RACIAL_TYPE_UNDEAD ) { if(GetHasSpell(759) (iDam * 100) / GetMaxHitPoints() > 60) //undeads new harm self, no constant for it, dug it from 2da's { ActionCastSpellAtObject(759, OBJECT_SELF); SetLocalObject( OBJECT_SELF, "#HEALER", OBJECT_SELF ); DelayCommand( 4.0, DeleteLocalObject( OBJECT_SELF, "#HEALER" ) ); return TRUE; } } dunno if that will format properly when posted, but you should get the gist, I added that call right after the check for healing potions which tests if the caller was undead, that if statement comes just after that block this block here actually: //iCR = 20; iCR = 10; iHealTalent = 0; if ( GetRacialType( OBJECT_SELF ) != RACIAL_TYPE_UNDEAD ) //undead do not use healing potions { //while ( iCR GetIsTalentValid( tP = GetCreatureTalentBest( TALENT_CATEGORY_BENEFICIAL_HEALING_POTION, iCR-- ) ) ) while ( iCR-- GetIsTalentValid( tP = GetCreatureTalentRandom( TALENT_CATEGORY_BENEFICIAL_HEALING_POTION ) ) ) { if ( iP = GetTalentPotionHealAmount( tP ) ) { if ( iP > iHealTalent iP 60) { tHeal = tP; iHealTalent = iP; } } } } } anyways, hope that's helpful I'll throw it on the codi site too. HerMyT
Posted by LoCash at 2003-12-3114:19:00
Well, speaking with some other builders, it seems that some engine changes were made in 1.59-1.61 which would probably impact many AI scripts (how NPCs handle the combat round, and of course DelayCommand functionality) so maybe that has something to do with it. The fact that I didn't find the demo particularly tough isn't a big deal since I'm used to playing with custom AI scripts (usually Tony_K's). Oh yeah, Happy New Year CODI! Let's hope we can see a real .mod from you guys sometime in 2004.
Posted by LoCash_ at 2003-12-2714:16:00
Either this script package isn't all that its cracked out to be, or the Demo mod included with it is faulty. Taking my 10Barb/2Wiz (horribly non-optimal build, only good for RPing) through most of the Demo rooms resulted in easy combats (exception being the Dragon). In the "Band of the Hand" room, it almost seemed like it was the BioWare AI all over again; while I'm in melee with one hostile in one part of the room, a hostile in another part of the room *just stands there* staring at me (I'm right in its line of sight) without engaging or firing ranged at me. Then after I take care of the rest and go after it, it seems to wake up and try to flee. Also, I noticed that AI casters seem to have no compunctions about firing AoE spells when they have friendlies in the area of effect. Thats how one of the drow mages killed herself; throwing a fireball at me when I was just a few steps away from her, and getting herself fried in the process.