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Artificial Idiots and a Room with no weaponators

Archive: 11 posts


Simple problem i'm not quite getting my head around: indoor battle arena but because of the game logic i have created i don't want any weaponators.

when weaponators are in the room the karts navigate around joyfully, once removed i have yet to figure out a way of preventing them from trying to dig through the walls... even if the arena boundary is made smaller than the room itself! pathfinders seem to be doing nothing, even when set to 'ignore' and understandably i'm hesitant to start creating an intricate indoor maze type level if the AI are just going to drive like they are blind and in a field.

Help!
2013-01-15 09:57:00

Author:
Unknown User


It's not a simple problem at all. The basic gameplay of arenas is to pick up weapons and fire them at your opponents while trying not to get killed yourself. That's what the game's AI programmers know, so that's what they can tune the AI for. You're removing the usual gameplay, so you can't really expect the game developers to predict every possible level people will try to make and implement AI for it.

Also, it'll be difficult for anyone here to help you if you won't even say how you kill opponents in your level. At most we can say build your own AI with kart brains and tags.
2013-01-15 13:09:00

Author:
Rogar
Posts: 2284


What Rogar said is right, it would help if you were to maybe explain a little more about your level. In the meantime, this may not be realistic, but you could add weaponators that are empty under the arena so maybe the AI can drive properly but without them picking anything up.2013-01-15 14:13:00

Author:
zzmorg82
Posts: 948


This is actually what the Arena Brains are for. The AI has a default, but if you deviate from the default then you have to use the arena brains to set their program.

If you're making a maze, I think the Travel to Target setting would be the one you want.
2013-01-15 17:18:00

Author:
IvoYaridovich
Posts: 88


when weaponators are in the room the karts navigate around joyfully, once removed i have yet to figure out a way of preventing them from trying to dig through the walls... even if the arena boundary is made smaller than the room itself! pathfinders seem to be doing nothing, even when set to 'ignore' and understandably i'm hesitant to start creating an intricate indoor maze type level if the AI are just going to drive like they are blind and in a field.

Help!

Try having a path finder on the walls and see if that makes a difference. But don't forget to tweak the pathfinder so the AI recognize it as an obstacle and will tend to avoid it and steer clear of it. But occasionally it will bump into the obstacle just like a human probably would sometimes.
2013-01-15 19:16:00

Author:
MSTER232
Posts: 247


I haven't gotten around to making a real arena yet since i'm still making weapons. But i always hear people saying about this issue.

Could it possibly be you aren't cutting into the arena size? What I mean is if you cut at a wall and removed said wall and someond tried to pass that spot they would get out of bounds. This might tell the bot not to go near that wall and dig into it.
2013-01-15 22:58:00

Author:
JKthree
Posts: 1125


ok then, here are the deets:

i've set up a game logic that attempts to copy the gameplay of 'virus' mode from timesplitters, where by random one kart is selected and must seek and tag the other karts which then become infected also until there is noone left, all that part is set up fine but before 'infection' the kart brains are currently set to 'flee' from those that have the tag 'infected', which they do in an open space but not in an enclosed room (even tested as sitting directly in front of them driving into me relentlessly making for the wall).

as i have it the walls are all set to 'ignore' + rigid connections.

when infected the kart brain changes to 'battle' and becomes weaponised with a small AoE that switches the tags on the other karts using a weapon blast sensor (the switch can only throw once so they don't suddenly get cured). these karts are still determined to escape but they can at least find the rest of the group and hit them with their weapon (hence no weaponators in the room because only infected can fire)

in a wide open space, the ai works fine, the infected kart seeks out the others and takes them out (because of the performance tweaks to make them faster and more agile to chase with) and it can be quite fun with the visual effects to boot.

so you can see why i want to build a tight indoor stage (i've actually half built it already) to increase the fun factor of this particular logic. i have to try out hiding weaponators beneath the floors though, that sounds like the perfect solution and i shall lavish praise upon thee if success is met!
2013-01-15 23:07:00

Author:
Unknown User


Try having a path finder on the walls and see if that makes a difference. But don't forget to tweak the pathfinder so the AI recognize it as an obstacle and will tend to avoid it and steer clear of it. But occasionally it will bump into the obstacle just like a human probably would sometimes.

I have recently discovered that using Pathfinder logic can sometimes cause levels to freeze during play when an AI attempts to reset. I therefor, do NOT recommend ever using a Pathfinder.
2013-01-16 00:52:00

Author:
IvoYaridovich
Posts: 88


Have you tried increasing the handling? Maybe the tight corners of the maze make the AI feel they can't turn so they just drive straight ahead. Must have missed the three point turn on their drivers exam. 2013-01-16 09:04:00

Author:
Rogar
Posts: 2284


Don't know if this has been mentioned or tried, but perhaps burying the weapons under material? Sorry if it's a dumb suggestion.2013-01-20 10:48:00

Author:
Unknown User


... You sir are an absolute genious .

Thanked post.
2013-01-20 13:59:00

Author:
MSTER232
Posts: 247


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