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NPC (non playable character) in Rock Raiders
aidenpons reacted to phenix8fr for a topic
That's rigth, they doesn't do anything , but it's can be pretty cool for better immersive map The second version of NA NA NA NA NA NA BATTTMANNNNN With helmet and cap ?1 point -
[LR2] Ice Planet Astronaut
Sunchipp reacted to Fifi La Fume for a topic
Replaces Player 5 by default.1 point -
Skull_ingame.png
phenix8fr reacted to aidenpons for a gallery image
From the album: Rock Raiders Screenshots
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Add New Priorities
phenix8fr reacted to ShadowDraikana for a topic
Before I get started, I want to thank @s0d3rb3rg for posting this tutorial in the first place. @William also deserves credit for his work on this. Not to mention he was the one I consulted with on this subject. First thing I need to point out here is that s0d made a mistake in describing how to get these priorities working: AI_Priority_AttackRockMonster Defend_Rock_Raiders_HQ:Interface\Menus\get_Gun.bmp:Interface\Menus\Pget_Gun.bmp:Interface\Menus\Nget_Gun.bmp AI_Priority_BuildPath Build_Power_Path:Interface\Menus\buildpath.bmp:Interface\Menus\Pbuildpath.bmp:Interface\Menus\Nbuildpath.bmp AI_Priority_Upgrade Upgrade:Interface\Menus\Upgrade.bmp:Interface\Menus\PUpgrade.bmp:Interface\Menus\NUpgrade.bmp Now, go over to Levels {. Go to Tutorial01 and find Priorities {. Under AI_Priorities_Recharge TRUE, add this AI_AttackRockMonster TRUE AI_BuildPath TRUE AI_Upgrade TRUE He left out the word Priority in the bottom section. Could a mod fix this please? There is also a small oversight: AI_Priority_Destruction - Destruct buildings? What's this I see in the cfg? AI_Priority_Destruction Drilling|PriSFX_Drilling..... It says exactly what the priority is... With those two mistakes aside, I'd like to get into the findings of my testing of these priorities. I'll use the priorities list above and give a conclusion about each one. NOTE: Some of these when used in a level's priorities section affected the AI regardless of whether the priority was on or not. Active Default Priorities AI_Priority_Recharge - Recharge crystals AI_Priority_GetIn - Drive vehicles AI_Priority_Clearing - Clear rubble AI_Priority_Repair - Repair buildings AI_Priority_Reinforce - Reinforce walls AI_Priority_Construction - Construct buildings AI_Priority_Destruction - Drilling walls AI_Priority_Ore - Collect ore AI_Priority_Crystal - Collect crystals ------------------------------------------------------------------------ Monster AI Priorities AI_Priority_AttackObject - Monster priority. Caused them to wander the cavern aimlessly in levels where I used the priority. AI_Priority_AttackPath - Monster priority. Definitely affected the pathfinding of monsters. Some of them even wandered around, much like what happened with AttackObjects. AI_Priority_Depart - Monster priority. 98% of sleeping monsters when awakened would exit the level. Emerging monsters would immediately reenter another wall. AI_Priority_Punch - Monster priority. Tested; no effect on things. AI_Priority_Steal - Monster priority. Untested. -------------------------------------------------------------------------------------------------- Working Unused Priorities AI_Priority_Barrier - Placing barriers. This one actually works. Tested this by disabling it during construction, and the Raiders did not grab barriers. Enabling it allowed them to do so, which they did. Also tested to see if they would grab barriers, crystals, and ore in a different order based on priorities. The Raiders normally grab crystals and ore for building in the order they appear in the priorities list. Putting barriers lower than both on the list did not affect anything as the Raiders still collected barriers first. Hardcoded? Question I have is whether this priority has any kind of use whatsoever. AI_Priority_BuildPath - Build power paths. Works, albeit not how you'd expect. Construction apparently has no influence on this whatsoever. Even with BuildPath off, the Raiders will still place ore on the patches. But, they won't perform their shoveling animation that finishes the path. Turning it back on resulted in the Raiders going to the squares to finish the paths. The actual building process must be regulated by an AITask_Type. Either that or it is hardcoded. ------------------------------------------------------------------------------------------------- Other Unused Priorities AI_Priority_Congregate - ? Could not determine what this does. Useless as a priority. AI_Priority_Gather - ? Purpose unknown. Useless in my testing. AI_Priority_UpgradeBuilding - ? Purpose unknown. Useless in my testing. AI_Priority_FindLoad - ? Purpose unknown. Useless in my testing. AI_Priority_AttackRockMonster - Completely useless. William confirmed this in a PM. Raiders can only attack monsters when they are equipped with a weapon AND Action Stations is on. AI_Priority_Upgrade - Useless. Jessietail pointed this out to s0d3rb3rg in that video topic. Raiders and vehicles go straight to the Tool Store and Upgrade Station after you tell them to upgrade. Totally useless priority. AI_Priority_HealthLow - ? Possibly affects AI behavior of any living thing once it reaches critical low health. Did not affect anything in testing, however. AI_Priority_Refining - Useless and breaks AI horribly. Not only will Raiders still refine things with this switched off, but they will refuse to build anything after the Power Station (in my case). By this, they will not take crystals to the build site. Instead, they simply head right back to the Power Station. This occurs by just having the priority present in the priorities section of the level you are testing. Removing it fixes things. Also, if you don't want to refine things, either don't build an Ore Refinery, or if you have one already, turn it off. AI_Priority_Storage - Useless and breaks AI HORRIBLY. Raiders will refuse to build anything and will re-store dynamite after you select walls to blow up. Turning it off has no effect on whether Raiders store crystals and ore or not. My Raiders would usually get Idleness Syndrome almost immediately after beaming down, if everything else wasn't bad enough. AI_Priority_Request - ? Again, no idea what this does. Useless in my testing AI_Priority_DefaultCollect - This has something to do with Raiders and collecting tools/items. When switched off, my Raiders would refuse to grab tools when told to. Turning this back on resulted in Raiders immediately going to get the requested tool. They still grabbed tools on their own, though. I did notice that the Raiders would get Idleness Syndrome almost immediately once this was turned off. AI_Priority_SnaxULike - I did not find this one in my exe. Some other findings: Neither SnaxULike nor GetFood is in my exe. Neither worked in testing (icons never appear in game). I'd like to know how these were successfully tested by others. If you look at the first line PriorityImages {}, you'll notice this: AI_Priority_Train Train_Rock_Raider:Interface\Menus\TrainAs.bmp:Interface\Menus\PTrainAs.bmp:Interface\Menus\NTrainAs.bmp The tutorials and some main game missions have this in the priorities list. My question here is why this was added by the devs when it clearly is not in the exe? Furthermore, there is another priority seen often coupled with Train in the levels: AI_Priority_GetTool. Again, not found in the exe. I should note that there are corresponding AITask_Types for both priorities by the same name. In my closing paragraph, I want to ask a few more questions, starting with: does anyone know how to get Collect Electric Fence as a priority? There is a corresponding AITask_Type_ElecFence, I might add. William said he successfully added an electric fence priority, though he wasn't entirely sure how he managed to do so. He did say that he remembered it working extremely well and proved to be quite useful. Additionally, he suggested to me that there may be priorities for each weapon in the game. This would be extremely useful for a number of reasons (if they in fact exist). I guess my last question is whether exe editing would be required to get some of these functional. Either way, I hope I've given RRU a better look at the existing priorities. This topic is something that frankly needs more research, so hopefully this is a start. NOTE: I will update this post with further findings/corrections/additions. I may also reorganize the list into categories so it is a bit easier to read. Update: Added in some new info into the list above. Grouped priorities in list together so it is easier to read. Has anyone figured out why the last three increase priority level and enable/disable buttons do not work in the larger panel? The positions match up, but uncommenting them in the cfg has no effect. Update 1/4/2018: Made an interesting discovery: Electric Fences seem to be "7th" on the priorities list. How I found this was when I moved Destruction (Drilling) up to the 7th position, Raiders would favor picking up dynamite at the Tool Store over the fences. When I moved the 8th priority up, thus moving drilling back, the Raiders favored picking up fences over dynamite. Testing this with other things confirmed a definite preference for fences until something went to the no. 7 slot. Update 3/16/2018: Me and @Jessietailhave determined that AI_Priority_Construction is useless. When turned off, Raiders still perform construction of buildings, and moving the priority does not seem to affect it either. Additionally, AI_Priority_Destruction seems to regulate only the priority of using dynamite on walls. Drilling walls takes precedence over everything else it seems, though disabling this priority will prevent raiders from drilling and using dynamite.1 point
