AI Drone testing

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Author: Fitne Por

Last revision: 25 Jan, 2023 at 04:53 UTC (1)

File size: 982.02 KB

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Description:

I’m just testing AI for drones here. Spawn one into sandbox to see it in action for a bit, be a bit curious.

In seriousness I’m using the "Hrafn" drone as a testbed for interesting AI ideas, because I feel I could stand to up my AI game a bit more. No guarantees I follow through with any particular experiment. Also posts their current status in debug line since they’re prototypes made to test different AI designs.

Different versions:
AI schedule: Basically like the Half Life schedule system, using a bunch of "tasks", such as setting the position to fly to, or doing an "attack", most of them very short, bundled up into order as a schedule, and with various conditions for interruption. Lua doesn’t have innate class objects so I just use lookup tables to emulate them instead, normally they get wiped by quicksave and loads, but Autumnatic came up with a workaround for that and I hope that works. It has no weapons, just a noise maker for gun sounds to emulate aggro attacks. It flies around, it will investigate noises, and also has sight and will follow you and make noise at you if it sees you for long enough. Posts the active task to the debug log.

About AI schedules: https://twhl.info/wiki/page/VERC%3A_Half-Life_AI%2C_Schedules_and_Tasks

State stack: Similar to the robot.lua’s state stack, with different AI states such as navigation, investigation, or combat can either be stacked or popped, or the entire stack cleared for a new one. I still used a lookup table and its required quickload workaround to store the different AI states. Still just uses a "gun" noisemaker, will investigate noises, and has sight. Posts the active state in the stack to the debug log.

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Revisions:

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