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How to: script Artificial Intelligence
#31
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#32
updated
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#33
I made quite the noob script probably, lol. I'm also expected a real noob mistake.. I don't really understand it all just yet.

I'm getting the following error(s):

ai\692.as: INFORMATION : Building.
ai\692.as: <12, 2>: ERROR : Unexpected token 'else'
ai\692.as: ERROR : Unable to build module

I also don't really understand when I should use certain characters such as {. And yes, I used Clide as a base for his AI...
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#34
Well just like normal mathematics you need to open and close your braces properly.
Your second if statement is missing the {do stuff}.
if (abs(self.x-target.x) > 0 && (self.state == 2 || self.state == 0)) { }
And I think you are missing/closing other {/} braces too.

First return 1;} closes the main ego() function (this should happen at the end).
Second if after long/mid again is missing braces. if (abs(self.x-target.x) > 0 && (self.state == 1 || self.state == 0)) { }

Maybe use Someoneelse's data changer and choose new AI file, it will make braces that belong together bold when your cursor is near them.
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#35
(05-02-2013, 11:03 AM)Neocrypt Wrote:  ai\692.as: INFORMATION : Building.
ai\692.as: <12, 2>: ERROR : Unexpected token 'else'
ai\692.as: ERROR : Unable to build module
<x,y> means that there is a mistake on line x, in this case 12.
The mistake is that everything beyond "//basic move conditions:" isn't within a function, and once it encounters something that should be inside a function (such as an "else"-statement), it throws an error.
Also the "else"-statement has to follow an "if"-statement, but in this case it is following the function declaration ("int ego(){").

(05-02-2013, 11:03 AM)Neocrypt Wrote:  I also don't really understand when I should use certain characters such as {. And yes, I used Clide as a base for his AI...
{'s and }'s are used to indicate a block of code.
An example of this is in an "if"-statement. If you want to execute multiple lines of code you'll have to group it within the two brackets like this:
    CPP-Code:
if(this_is_true){
   do_one_thing();
   do_another_thing();
}

If we were to leave out the brackets like this:
    CPP-Code:
if(this_is_true)
   do_one_thing();
   do_another_thing();

it would only be the next statement ("do_one_thing();"), and the statements after that would be executed no matter the the result of the "if"-statement.
Also note that the indentation of the lines doesn't matter, so all the following pieces of code mean exactly the same thing
    CPP-Code:
//code 1
if(this_is_true)
   do_one_thing();
   do_another_thing();
 
//code 2
if(this_is_true){
   do_one_thing();
}
do_another_thing();
 
//code 3
if(this_is_true){do_one_thing();}
do_another_thing();
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#36
(05-07-2013, 12:08 PM)Neocrypt Wrote:  I am starting to understand the scripting a little. I now want to set a dodging move for attacks that cause >= 70 injury (AI will only do it when it has >= 400 MP so it won't be a cheap move). Is there a way to do this? An alternative would be using target.state == 3, perhaps with a target.mp condition.. but it would not have the same effect
I don't think a class parent that checks the target's itr injury value is implemented. I don't want to be nosy, but I wouldn't advice being that specific with your AI's. Imagine a scenario where your opponent is about to hit you with a super deadly combo with 10 hits. Each hit causes 30 damage (which means your character won't do the dodging move D: ), and thus 300 of your hp. Checking all that would just be a waste of time.

(05-07-2013, 12:08 PM)Neocrypt Wrote:  Another problem. I want to make my character use DJA+A+A+A.... when the opponent is at a distance. It's a move to charge MP. However, he DOES go to the charging stance (caused by DJA), but he only starts tapping A when I walk.

Code:
else if (self.mp <= 400 && (abs(self.z-target.z) > 40) || (abs(self.x-target.x) < 1000 && abs(self.x-target.x) > 320)) {
  if (self.x-target.x > 0){DJA();}         //DJA
  else if (self.x-target.x < 0){DJA();}   //DJA
  
  return 1;
}

//instant attacks
if (self.state == 5){A();}                                               //dash attack
if ((self.frame == 286 && target.state == 11) || (target.state == 16)) {A();} //long combination
if ((self.frame == 353 && (target.state == 11) || (target.state == 16))) {DuJ();} //meteor combination
if ((self.frame == 353 && (target.state == 16) && self.mp >= 220)) {DrJ();} //kamehameha combination
if (self.frame == 365 && target.state == 12){A();}                     //kick up
if (self.frame == 244 && (self.mp >= 85) && (self.x-target.x)*((self.facing?1:0)*2-1) > 50) {DuJ();} //IT Kamehameha
if (self.frame == 166 || self.frame == 20 || self.frame == 172 || self.frame == 22 && (self.mp < 500) && (abs(self.x-target.x) < 1000 && abs(self.x-target.x) > 250)|| self.frame == 166 || self.frame == 20 || self.frame == 172 || self.frame == 22 && (abs(self.z-target.z) > 30)) {A();} //DJA+A+A..
return 0;
}
Can you please show use the code above the "else if" statement? Namely the original first "if" statement.


(05-07-2013, 12:08 PM)Neocrypt Wrote:  And is there a way to make him avoid picking objects?
Well, if the script you are working isn't an extension for a main AI - a brand new AI where you even control walking and stuff-, it won't pick items by default.

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#37
(05-07-2013, 02:54 PM)A-MAN Wrote:  I don't think a class parent that checks the target's itr injury value is implemented. I don't want to be nosy, but I wouldn't advice being that specific with your AI's. Imagine a scenario where your opponent is about to hit you with a super deadly combo with 10 hits. Each hit causes 30 damage (which means your character won't do the dodging move D: ), and thus 300 of your hp. Checking all that would just be a waste of time.
Actually you can - but I agree that this isn't the best approach.
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#38
(05-07-2013, 03:03 PM)YinYin Wrote:  
(05-07-2013, 02:54 PM)A-MAN Wrote:  I don't think a class parent that checks the target's itr injury value is implemented. I don't want to be nosy, but I wouldn't advice being that specific with your AI's. Imagine a scenario where your opponent is about to hit you with a super deadly combo with 10 hits. Each hit causes 30 damage (which means your character won't do the dodging move D: ), and thus 300 of your hp. Checking all that would just be a waste of time.
Actually you can - but I agree that this isn't the best approach.

I'm making this pretty confusing: moved the post to a new topic just before you guys replied.

I will add the first part of the code in that new topic..

Also, the character should only dodge sometimes, not always.. that is the main reason for choosing a higher injury. If there are other ways, I'm fine with that too.
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Feel free to use materials made for LF2 extended, such as the sprites for Daniel (^). You can choose to continue it or to use the sprites for a new character. You can find the subforum under 'projects'.
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#39
Also one more thing, that is here:
Code:
(self.mp <= 400 && (abs(self.z-target.z) > 40) || (abs(self.x-target.x) < 1000 && abs(self.x-target.x) > 320))
I would recommend you use parentheses when using "||" and "&&" at the same time. Cuz without them, you can make sure the computer will interpret condition the way you want.

P.S: a mod should please merge these to the new thread.
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#40
wonder why my exe file crashes when com character begins to move!
dctbullshit changed his name into Kuriza!
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