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 Mehman's Experimental Weaponry[V33: Big Update] 
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Joined: Fri Dec 14, 2012 5:44 am
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
great mod to use with MDC too bad MDC lags on 1.05


Sat Feb 09, 2013 6:21 pm
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Joined: Tue Nov 17, 2009 7:38 pm
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Location: France
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
Thanks, also an update is coming soon with new soldier sprites by Grimmcrypt, a better AI, various bug fixes, and maybe even a new weapon.


Sun Feb 10, 2013 1:52 pm
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]


I'll try a Redownload. [That Fixed Everything :v ]

As for a weapon.. Throwing weapons? [Far-Spear Mode, Volley Mode ( Becomes timed/contact Clusters in Air. Chaff Capability? ] , Guide Drone Mode? ( Guards Large, Slow, Cumbersome Missile, better for ramming, or Scorching Ground than using straightforwardly? ) ]
Pulse Sonar? [Reobscures after Pulse]


Last edited by Foa on Mon Feb 11, 2013 1:26 am, edited 1 time in total.



Sun Feb 10, 2013 9:49 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
Foa wrote:
In the video, I was curious as to what that 100% gauge thing is above the Sniper's Head, what was that?


That's the level of the remaining shield energy, imo


Sun Feb 10, 2013 11:17 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
So it drops when he shoots?


Sun Feb 10, 2013 11:25 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
It drops when he is shot.

Here are some videos of the improved automated dodging system and AI I'm making for the soldier(It will be in the next update).

AI:


Dodging system:

Video 1:


Video 2:


Tue Feb 12, 2013 2:05 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
Mehman wrote:
Videos


Now that's just a awesome-powered supersoldier :D


Tue Feb 12, 2013 5:28 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
woah thats siiiiick!


Wed Feb 13, 2013 7:42 am
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
That's very cute.


Wed Feb 13, 2013 10:45 am
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Joined: Mon Aug 27, 2012 11:13 am
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
What about making an AI mod for CC itself? As in... modification of the base files.


Wed Feb 13, 2013 11:01 am
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Joined: Thu Jun 21, 2012 3:38 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
Wow Mehman I can't see my self beating these guys in a scenario.

These guy's could probably take on player controlled Unitech units no problem or even space marines maybe.

Imagine that your pretty certain that a rocket is about to hit the enemy and BAM, he jumps and dodges it and then turns your soldier into nothing but gibs.


Wed Feb 13, 2013 2:37 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
Hey, Mehman, what's about these guided rocket ? How the soldier react ? Does he keeps jumping around until it explode ?


Wed Feb 13, 2013 5:22 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
He just jumps to dodge it and then doesn't care what happens to it unless the rocket turns back towards him.


Wed Feb 13, 2013 5:36 pm
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
So......Mehman..... I've tried to adapt your script to my cyborg ninja mod but his legs are all out of whack... know what I did wrong?

Attachment:
File comment: halp me!!
Raiden.rte(1).rar [62.1 KiB]
Downloaded 247 times



If you aid me with this, I can sprite you stuff...

Like... anything....


Sat Feb 16, 2013 4:11 am
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Post Re: Mehman's Experimental Weaponry[V32: Improved AI]
The wierd way your actor's legs are moving isn't due to my script(my script doesn't affect the way legs are moving, just the velocity of the actor as a whole) but to bad walkpaths: it seems that you used robot walkpaths(except for standlimbpath), which is good if you want your actor to have very rigid looking movements, but it is hadly recommendable for a ninja. Also my script increases the speed of the actor, so you might want to speed up the walkpath as well so that it doesn't look like he is going quicker than he is walking/running.

Also since your actor is a bit taller than standard AHumans, you should increase a bit the value of the self.alta variable in the mobility script, a value of 26 seems to produce better results than the usual 20, but as I didn't test it extensively you might find a better value.

I hope this helps.
edit: also you should have posted this in my mobility thread, since it is more related to it than to this mod.


Sat Feb 16, 2013 5:47 pm
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