Author Topic: Ai script  (Read 336 times)

Legacy_Talon

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Ai script
« on: July 21, 2014, 05:49:08 pm »


               

I'm looking for a good pvm script for my module (with 1.71). i Saw Codi with orland script but i'm not sure about it...and most of all i don't know if, with shadoow patch, is better let his corrected ia or change with another!


Do you have any suggestion?



               
               

               
            

Legacy_kalbaern

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Ai script
« Reply #1 on: July 21, 2014, 06:23:14 pm »


               

Which type of AI scripts/systems would work best for you is mostly dependant on your comfort with making scripting changes/sdditions or setting various "flags" either directly on NPCs in the toolset or from the OnSpawn events.


 


If you're already using the Community Patch perhaps Shadoow has some premade AI Script templates to send/recommend.



               
               

               
            

Legacy_Shadooow

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Ai script
« Reply #2 on: July 21, 2014, 06:36:44 pm »


               


I'm looking for a good pvm script for my module (with 1.71). i Saw Codi with orland script but i'm not sure about it...and most of all i don't know if, with shadoow patch, is better let his corrected ia or change with another!


Do you have any suggestion?




Well, in my opinion the vanilla AI is just fine for majority of monsters because majority of monters are dumb and just a XP food. For bosses, minions and tougher monsters a custom AI is advised. It should be AI which doesn't replace the vanilla AI though, since then it will affect all monsters and will undo CPP tweaks. Personally I usually writing my own AI for each boss, but thats not that easy to do. The only AI I used before is Jasperr so can't really suggest anything else. And we now don't have any of these on new vault yet too.


 




If you're already using the Community Patch perhaps Shadoow has some premade AI Script templates to send/recommend.




CPP doesn't have a OnSpawn flag system since CPP utilize vanilla AI just with improvements, fixes and tweaks.


 


There are only three additional features:


 


70_c2_aihigh9 script when put into OnSpawn event will set creature's AI to AI_LEVEL_HIGH which makes her a bit smarter and faster.


variable 70_ALLOW_RAGE int 1 on creature allows her to use barbarian rage ability


variable 70_ALLOW_SHAPECHANGE int 1 on creature allows her to use polymorph feats (which is not enabled by default since this is an experimental feature because vanilla AI cannot handle this correctly)



               
               

               
            

Legacy_Shadooow

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Ai script
« Reply #3 on: July 21, 2014, 06:58:02 pm »


               

But I do recommend you the Low Impact AI project of mine. This AI is specifically designed for hordes of very stupid monsters such as vermins. Normally, utilizing a big crowds of such monsters causes big lags especially if you cast an AoE spell into the crowd and hit 30+ monsters at once. CPP is fixing this issue but only partially - it still lags. So if you want to create an encounters like that I definitely recommend this AI. (And this AI is 100% compatible with CPP)



               
               

               
            

Legacy_kalbaern

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Ai script
« Reply #4 on: July 21, 2014, 07:21:22 pm »


               


But I do recommend you the Low Impact AI project of mine. This AI is specifically designed for hordes of very stupid monsters such as vermins. Normally, utilizing a big crowds of such monsters causes big lags especially if you cast an AoE spell into the crowd and hit 30+ monsters at once. CPP is fixing this issue but only partially - it still lags. So if you want to create an encounters like that I definitely recommend this AI. (And this AI is 100% compatible with CPP)




Though getting somewhat off topic from the OP, something I do for massive "hordes" of annoying creatures is to spawn them in smaller initial groups of anywhere from 5 to 10 initially. Upon death a replacement will spawn in at a nearby (and sometimes random) hole/transition/small cave~crevasse opening/etc... and when the replacement dies, it generates a new replacement. This continues until each original spawned NPC has been replaced anywhere from 4 to 9 times for a total of 5 to 10 creatures total per initial spawn. This has worked great for simulating things like a massive horde of gibberlings erupting from holes to swarm PCs .. or even a large scale battle with orcs/goblins/etc... where replacements stream out of nearby huts/transitions/etc ... .


 


This way, my players can still experience large battles, but suffer little or no lag. The only real drawback is that mages can't fireball all of the foes in one sweep and at best can merely wipe out a single wave of foes.