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Found 10 results

  1. I think after the upcoming Animation Update, having another look at Zombie Behaviour would be a prudent thing to do. Thumping Let's talk about s... wait wrong topic. Thumping is an awkward behavior of zombies which is partially resolved with animation update. Essentially if they touch a destructible item like a window \ door \ player construction, they will keep thumping on it until it breaks. The zombies don't need to be agroed by anything to begin this behavior, simply touching it is enough. One Behaviour change I would like to see instead is if they hit a destructible they thump on it a few times and if they don't get any stimulus find a new destination to walk to. This would make Zombie behavior more believable instead of randomly attacking objects. For those Curious in the Animation update it seems Zombies don't always attack windows but instead tries to reach 2nd base with them kissing and fondling them. Clumping: It is a bit weird for zombies to keep "Clumping" up together - in large groups as if they decided to attend a zombie foodie meeting. While I do think Large groups are important - it shouldn't be there every 20 feet. I think on average it should be 1 - 3 zombies every 20 sq tile area. With Large groups are there based on a RNG Event Spawn. Which has a possibility of spawning based on Zombie Respawn Timer \ Entering new area. But is limited to "15 Active" Events based on size of town \ zone. The amount of Events also depends on player actions. Events are less likely to spawn in the area if the player is quiet More likely to spawn in larger actions take place Keyword here is active - which means after a period of time the event can also "despawn" removing the extra zombies and replacing with smaller 1 - 3 zombie groups. Low-density areas the number of events are far fewer to 1 - 3. The Distance between the events should also limit the number of events possible in a 100 sq tile zone to roughly 2. Which may sound little but its actually smaller than one neighborhood block. A small house is around 14 tiles long. What are the events? Currently, the only real options are Freshly Eaten Body Group of Survivors that Turned trapped in a room \ building ( Has a chance to spawn 5 - 7 zombies at event site ) Future: Dog Trapped in Car Barking Survivor NPC Crying \ Screaming Survivor NPC sitting on roof playing Guitar Survivor NPC Sitting on Roof Shooting Survivor NPC being chased by Zombies ( Doesn't spawn zombies but causes nearby ones to be pulled toward event site )
  2. nolanri

    Super Survivors!

    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879 Direct Download: http://undeniable.info/pz/SuperSurvivors.zip As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI! So whats different? Let's take a look. Let's get the Bad News out of the way first Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want: Pathfinding Freezes/Delay. If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant. Calling said survivor to you if they are stuck can get them un stuck MP is still a No Problems that have been fixed!: Random Survivor Despawn. No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game. There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost. The whole mod was totally re-written. Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed. Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed. The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles. Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name New Features: Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added. A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything! You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you. But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors. You cannot just shout orders or order all orders and have your orders heeded immediately like before. These are people not your puppets after all. To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation. By right clicking on them and "Call"ing them over to you. Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc. Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI. Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide. Now they will follow the following logic. If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food. Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base. Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not. Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!. So asking and asking does not help but lowers chances. Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you. And will continue on their way after you do not interact with them for a short time. Though you can of course call them back. First Aide! before survivors did not address their injuries at all. Now they will flee and give them self first aide if required. They don't do anything more complicated then bandaging. Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water. Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu. Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%. Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\ Japanese Translation by TEATIME05 Brazilian Portuguese Translation by williamfoxrpg Stuff that is Gone now or not yet added: Controlling Survivors. No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added) Stuff I plan on adding soon: Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups. You can join groups and not be the leader. Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879 Here is a demo video showing the Doctor AI: Random Survivor AI Demo Video: New order Gather Wood works great together with Chop Wood Order:
  3. nolanri

    Restless Zombies

    This mod has the same effect as the Nocturnal Zombies Mod but the AI is in effect all the time and not just at night. Zombies often stand around in groups doing nothing until they see or hear something. But not anymore! This mod will gives Zombies Primal hunting instincts and they will be moving around a lot more, scattering in random directions and be restlessly searching ... for you. Tested and working on Multiplayer Note that the AI effect is triggered by passing time so, if you set sandbox settings to make days longer it will lesson the effect this mod has on the zombies movements. http://undeniable.info/pz/RestlessZombiesMod.php
  4. Not quite Seal Team 6, but that's why we're in the WIP section... So I'm not attempting to offer any version of the SuperSurvivors! mod (by Nolan Ritchie) in any way. I’m just trying to play the game the way I want to play it, while trying not to break anything in the process. That said, I’d like to share and demonstrate a few things since Animations and NPC’s are on the horizon. I figure it was a good time to post this to perhaps add something to the NPC conversation. Talk is cheap, so I made a video to illustrate my ideas: https://drive.google.com/file/d/10Mrpw7JEj7skGhO4BWtG1UmvLRefpIDO/view 0:05 – [Eat now] command 1:05 – New Fighter Group Role 3:25 – Guard Task in Fighter Role 5:03 – New Over-Watch Group Role 8:19 – Over-Watch and Vehicles 10:35 – Close Over-Watch support for Vehicle 15:33 – NPC Vehicular Combat (firing from inside Vehicle) Rated (M) for Language enjoy!
  5. Hi I understand that at this current time the vehicle thing is under going some major changes at the moment so I don't expect anything too soon but after you guys are done on that could you maybe consider adding in some NPC's. Survivor NPC's The last mention I ever saw of it was somewhere around 2015 I believe (off the top of my head) but I think it would make the game that little bit more fun to play. Imagine if you could go into town find some more survivors who are scavenging for loot and band together to block off an entire area of a city to yourselves creating a safezone for all the people you gather. Now of course banding together should have it's downfalls too like feeding the survivors caring for their medical needs and such but it's upsides could be maybe putting them to work and getting a base down quicker assigning them jobs such as farming, building, looting missions and anything else you could think of. Bandit NPC's So I find that personally once you have a base setup with large wooden walls, the zombies seem to be pretty ineffective of destroying it so I figure why not add some NPC groups of bandit survivors who will actively seek out players and their bases to attack. Maybe destroy of few of those walls a lot quicker than any of the zombies could by using sledgehammers or something. And have a few roaming bandit groups too who make a lot of noise with their guns or weapons so that you know who to stay clear of. End Anyways I'm gonna wrap this up, as I said I understand that the vehicle thing is undergoing some major work so take your time guys. I've got nearly 200 hours in this game and it's still addicting as hell and I love it. I know all of the above that I've mentioned is a f**k ton of work in regards to coding it all and I don't expect Rome to be built in a day but please consider adding the NPC's soon once you're done with the vehicle changes as I'd love to be able to do something other than survive as it's becoming quite stale personally. But yeah... keep on doing what you guys are doing I love the game and fully support any of the work you guys do. I'm not really a forum guy so I don't know if I'll be too active but I hope the right people see this post. Peace guys!
  6. A problem you can often observe is how zombies Jump back and forth over a fence, looks really funny when whole group does that. Walk long distances around the fences to get to the opposite side, for no reason (not chasing the player)This is caused due to random new target being picked in random distance and angle of the zombie. Instead, ray-cast should be used. Or maybe ray-cast already is used but fences, windows or doors are not considered. In the most ideal case zombies should still roam over fences, windows atc, but less likely. This would make it a nice probability defense line (eg. build a fence to keep most of them out). I made an image to explain the problem:
  7. Currently, when zombies get bored they start vandalizing everything in their reach. Larger group of zombies quickly wipe away all windows and doors in player's proximity. Which is another thing - zombies only destroy stuff when player is close. When I sneak to a group of zombies even though they don't seem me they will slowly disperse and start destroying surrounding objects. It is very typical of them to find water barrels. Zombies often walk long distances in order to attack player-made objects. This is making me feel the game is cheating on me - especially if zombies walk around the wall to attack said water barrel or door. This is even worse due to A* nature of zombies pathfinder. I see nothing wrong with zombie destroying objects that interfere with it's path, but there must be a motivation for this action! Why would zombie just go to window to destroy it? When I approached the market (lot's of big windows), after just one day all windows and doors were broken. The only upside is that I don't need to break doors to get hinges and doorknobs. I just walk around the city and pick what zombies left behind them.
  8. Hi, I've got a feature id like to add to one of my mods and am looking for some help regarding it The feature is being able to Put zombie blood into bottles, and then being able to dye a sheet/clothing item in it in order to camouflage the player from zombies and id like to know the methods i could use to do this.
  9. Is it just me or do the zombies seem to spread out as they advance at you when their is more that 1 or 2 if them, Not like they are Clipping on each other and the engine is forcing them to spread out. They seem to work like a pack of dogs and Spread out and try to encircle you or at the very least advance at you line abreast as to cut off your way of escape. This just seems odd as the Dev team says they want them to be "True Zombies" every zombie movie I have seen with theses "proper" Zombies they go directly for the prey. Even walking right over ledges, though fire, It never seems to matter what the danger is or how many of them there are always behave the same way. Its in fact what the humans rely on to get a upper hand on them. They are dumb they dont have anything going for them besides that they never tire and they seem to have endless numbers. The suggestion here being that Zombies should walk in a straight line at the PC not make any attempt to encircle you.
  10. So I just wanted to bring up a little thing that's niggling at me- I'd like to see a few different 'types' of attacks from zombies. We have different speed zombies and different looking zombies, now we just need a bit of new behavior. Without further ado, here's what I wanted to see: Grabbing (we have this now, should slow you but do no damage) Scratching (a swinging motion, light damage, can be blocked by heavy clothing) Biting (can only be done at very close range, heavy damage, blocked by hard clothing/armor) Tackling (a long distance lurching motion that knocks you and the zombie down, no damage dealt, can be resisted by strong characters) Grab and Bite (can only be done if the zombie is behind the character, holds him strongly and bites him) Along with this I'd like to see some zombies with different 'injuries' as has been discussed before: Missing an arm. Can only attack on one side (and slowly) and can't grab. Missing two arms. Can't scratch or grab, only bite. Tackles with a penalty. No legs. Can be hidden in low grass. Can bite, grab, and scratch but only at close range. When grabbing can drag itself along with the player? Crushed jaw. Can't bite.
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