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 Independent - Autonomous Combat Droid (2011-01-29) 
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 Independent - Autonomous Combat Droid (2011-01-29)
Image
The Independent under AI control.


Release 3 change-list:
    * A complete make over by the talented Djavdet
    * Fixed some bugs in the path-finding
    * Made Gauntlet compatible with B24


The Independent-class fully autonomous combat droid is a first attempt at scripting an actor AI that poses some sort of threat to the player. The AI is capable of selecting target based on threat level and moving to a suitable position for engagement using trajectory based jet-pack movement across open areas. Its Lua driven weapons are effective against most adversaries.

This should be considered a proof of concept. The code is very sloppy, potentially laggy, and there are many areas that still need plenty of work. There is no real path-finding yet so sometimes it will fall back to the native AI, typically when navigating narrow passages.

Includes a very simple mission called "Gauntlet". To make fighting the native AI more interesting this mission use custom actors with a view range similar to that of the player (scales with resolution, i.e. longer fighting distances at higher resolution).


Please feel free to use my code for whatever you want.


Credits
Djavdet: Graphics and sound


Attachments:
File comment: 2011-01-29 - For B24
Independent_R3.zip [512.58 KiB]
Downloaded 2744 times


Last edited by Abdul Alhazred on Thu May 19, 2011 2:42 pm, edited 5 times in total.

Wed Dec 08, 2010 10:38 pm
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Data Realms SUPER Elite
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Post Re: Independent - Autonomous Combat Droid (R1)
Holly ships! This is going to spice up my playing experience a lot. Now I have an enemy with an IQ that shows that it don't have a mental disability.


Wed Dec 08, 2010 11:12 pm
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Post Re: Independent - Autonomous Combat Droid (R1)
Hah that's awesome!
I love how it's somehow unlobotomized.


Wed Dec 08, 2010 11:26 pm
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Post Re: Independent - Autonomous Combat Droid (R1)
Abdul Alhazred Strikes AGAIN! I played the mission (and still is) and the only reason I still am is because I ordered 1 or 2 of my own!


Wed Dec 08, 2010 11:31 pm
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Post Re: Independent - Autonomous Combat Droid (R1)
Wow Abdul great release. You never release teasers and brag about your stuff, just straight up awesome releases.


Thu Dec 09, 2010 12:08 am
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Post Re: Independent - Autonomous Combat Droid (R1)
The most intelligent thing I've ever seen.


Thu Dec 09, 2010 12:24 am
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Post Re: Independent - Autonomous Combat Droid (R1)
I've just had a moment.

Attachment:
ScreenDump046.bmp
ScreenDump046.bmp [ 817.65 KiB | Viewed 28861 times ]

so smart.


Thu Dec 09, 2010 12:59 am
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Post Re: Independent - Autonomous Combat Droid (R1)
AMAZING! Finally, an enemy that's a challenge. Excellent work!


Thu Dec 09, 2010 3:04 am
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Post Re: Independent - Autonomous Combat Droid (R1)
I tried the mission and it was pretty amazing. First I was able to hold the entire army with just one robot, but suddenly that droid comes in and rapes my entire front defence. Lost 6 robots there. NUTS.
It really is tough to fight against and its AI is incredible. The unit itself looks good and the weapons are great as well. Wouldn't really call those sprites placeholders since I think they look fine.

Say, does that mission have a winning condition or is it endless?

The mod also caused me a plenty of crashes during gameplay when switching bodies, but I suspect its a bug within CC itself when Lua is used the way you do. I'm saying that because other Lua-heavy mods do this too. Probably related to creating and destroying actors and then the pointers go batshit insane or something.


Thu Dec 09, 2010 4:17 am
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Post Re: Independent - Autonomous Combat Droid (R1)
Things I've noticed with this robot.

- If it doesn't have line of sight to an enemy, it will attempt to gain it by any approach necessary, including jumping to find a firing angle through a firing port or jumping over the barrier completely to bypass cover. Apparently there's a reason why the bunker on the right side of the map is open-topped.

Noticed the attack priorities go in this order.
1) Enemies actively firing at the robot, then
2) Enemies actively firing at friendlies, then
3) Idle enemies.

Sometimes it will ignore unarmed opponents completely.

All of these combined with an essentially-autoaiming blaster gun makes it a deadly opponent.

It also has a very good resistance to getting crushed by objects or other forces.

Very nicely done.


Thu Dec 09, 2010 6:16 am
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Post Re: Independent - Autonomous Combat Droid (R1)
Amazing work as usual. I am now referring to these as rapebots.
I would suggest running some more checks against the target actor, such as gold cost, health, is player, etc.


Thu Dec 09, 2010 8:34 am
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Post Re: Independent - Autonomous Combat Droid (R1)
Thank you all for the comments.

numgun wrote:
The unit itself looks good and the weapons are great as well. Wouldn't really call those sprites placeholders since I think they look fine.

Say, does that mission have a winning condition or is it endless?

The mod also caused me a plenty of crashes during gameplay when switching bodies, but I suspect its a bug within CC itself when Lua is used the way you do.
it is nice to hear that someone liked the sprites. The rockets are from Promster's art-tread so those are obviously fine (just realized I forgot the credits again), but I did not have time to do the legs and arms properly. What I really wanted was something like this.

For now the only winning condition is the Independent crashing the game.


killionaire wrote:
Apparently there's a reason why the bunker on the right side of the map is open-topped.
That is absolutely correct. The original base I made was built in a more traditional way but it turned out to be much to difficult for the AI to navigate.

There is no system for "spatial reasoning" yet, so the AI cannot navigate around an obstacle that is not trivial. I think I know how to solve this, but have not implemented anything because I'm hoping that the native system for this is exposed to Lua in B24.


mail2345 wrote:
I would suggest running some more checks against the target actor, such as gold cost, health, is player, etc.
All good ideas.


Thu Dec 09, 2010 11:22 am
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Post Re: Independent - Autonomous Combat Droid (R1)
Fighting against these are scary.
The only reasonable way i can find to beat them is to call in some of my own :P
Incredibly well done, you've actually created an AI in cortex command.
Do you think you could whip up a script like this for my Spartans?


Thu Dec 09, 2010 11:52 am
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Post Re: Independent - Autonomous Combat Droid (R1)
Frankly, you've managed to get me all fired up about CC again.

These things are beastly. Place one on a skirmish map, and it'll just destroy anything you throw at it, unless someone gets a very lucky shot with a revolver cannon. A+.


Thu Dec 09, 2010 3:16 pm
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Post Re: Independent - Autonomous Combat Droid (R1)
Abdul Alhazred wrote:
What I really wanted was something like this.


I was literally making my own sprite based off that picture aswell.

Good Job though Abdul, amazing work.


Thu Dec 09, 2010 3:59 pm
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