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Zones, What are they?

Posted: Sat Mar 24, 2007 8:17 pm
by Trulife8342
AI Research
By Trulife8342



My first AI research obviously started with scnr reflexive 352 AI Spawning info, most of the plugin was mapped out by Tycko & Xbox788, inside of this reflexive was how AI was spawned, and all of the permutations they were spawned in, It also obviously had the spawn amount and such but this was the most primitive AI research ive done

(P.F = Path Finding)

The way AI works
AI are given a certain amount of space and inside that space they are given the blessing of free will to some extent, using objects and p.f objects to find out which is the best way to execute the objective, these spaces are called "Zones" inside zones the AI have the options to run, assault, defend, and other options I cant name off the top of my head, They are discussed in Dr.Isla's pdf, under body configuration. Zones are mapped as Zones>Areas>Firing Postitions. Inside these zones AI can use Static P.F which is the visual mesh (SBSP), or Dynamic P.F, which is objects such as boxes, vehicles, and other objects not part of the bsp, I believe bsp scenery is stactic P.F, and using both of these forms of P.F help AI distinguish they're decisions inside the zones, P.F's arent the only thing AI base their decisions off of, they also base them other squads and their positions, All of those things work together to distinguish the AI's decisiosns.

Zones are the organization attached to the bsp
areas defines the space in which AI has tatical freedom
posistions are the tatical decisions or freedoms

some examples on how AI make decisions

AI X sees Squad X and Squad X is clustered, AI X will decide to thow a grenade into Squad X to complete the objective which is to destroy Squad X.

AI_Grunt wants to attack AI_marine, AI_marine is behind a mountable dynamic p.f object there for AI_Grunt will not waste ammo shooting because AI_Grunt can distinguish that AI_marine is protected.

Well, Now your thinking, Why cant we just add zones to a map?, Well heres why, think of zones as very precise death zones, that are stitched to a bsp, and it takes forever to do, now it is possible to make messy zones in MP, but thats up to the modder, now I know this summary did not tell you how to get zones working, it just tells you what zones are.

Well here is just a brief summary of my research if any questions feel free to P.M me or AIM me and I'll be more than glad to help.

Posted: Sat Mar 24, 2007 8:20 pm
by T1xAnton
nice work.

This is some very nice research Tru. May help some people. It sure helps me understand it better since I am an AI noob. Thanks!

Posted: Sun Mar 25, 2007 4:55 am
by Supermodder911
thank you truelife that helped me understand alot better on what ai zones are and do and good job with the ai in mp with h2 guerilla and h2 core

Posted: Sun Mar 25, 2007 12:13 pm
by patchesreusch
why do u know that?

Posted: Sun Mar 25, 2007 6:17 pm
by Trulife8342
research.

Posted: Sun Mar 25, 2007 6:45 pm
by patchesreusch
ya ur just cool like that
i say we need an evil warthog wit zones
so it drive but invisible guy so its an evil hog
(just a thought) it sounded fun like off the futurama
evil robo car :D

Posted: Sun Mar 25, 2007 7:00 pm
by Th2mods
patchesreusch wrote:ya ur just cool like that
i say we need an evil warthog wit zones
so it drive but invisible guy so its an evil hog
(just a thought) it sounded fun like off the futurama
evil robo car :D
that would be awsome

Posted: Sun Mar 25, 2007 9:53 pm
by kibito87
Thanks for the info Tru. I did actually sit and read it all. And I am happy to say it did inform me on zones much more than what I learned from DeToX. So it's appreciated from my end!

Posted: Mon Mar 26, 2007 5:49 am
by blackdiamond
is it possible to make two armies run after eachother? in my AI mod, i have two grunts just going forwards to like, the whole map, and then stops a good distance. they shoot while they go. is there a way this is possible?