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swmaniac
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| Joined: 28 Jun 2008 |
| Total Posts: 15773 |
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| 20 Jun 2013 10:02 AM |
You've asked for an intensely complicated script and not provided nearly enough detail. I'm not necessarily interested, but a couple of questions so I (and others) can think about it:
1) You specifically cited GTA, a game based around vehicles. Does the NPC need to be on-foot or in a car?
2) How intelligent does it need to be? Should it seek cover if fired on, try to pathfind around corners?
3) How omniscient does it need to be? Should it always know where the player is (and when they're doing illegal things), or should it have to "see" them?
4) How is the NPC armed? Does it have a gun, or just a nightstick?
5) How many of these are going to be running around at a time?
6) How much work do YOU want to do to set it up in your place? Are you OK with setting up waypoints or marking cover? The more work you do before hand, the less work the NPC has to do as the game runs (and thus, the less lag the NPC creates). |
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| 20 Jun 2013 10:18 AM |
Okay I just got extremelly excited reading your post because you look like you know what your doing. Just saying I will pay a premium for you to make this script I swear holy smokes you sound mega skilled.
Okay here are some awnsers to your questions 1) The police npc will be on foot and able to drive when deemed neccessary ( however if that's overly complicated some can be only on foot and some can be only in cars ) 2) I would prefer it to be very intelligent such as: bieng able to attack, seek cover when shot at and basically follow the player trying to kill. 3) It will respond to a script similar towards GTA's Star wanted level. So basically when something "illegal" is done a certain amount of times the wanted level goes up more police respond with more force etc and no it does not need to neccesarily see the player at all times it just had to follow and try to kill. 4) The police following a player at 1 star will have nightstick 2 star pistol 3 star smg 4 star assault rifle etc. 5) Depends preferably not many due to lag and stuff. The game will be big but players will only generate small sectioned chuncks at a time. 6) I am planning on working on this from June 24th towards August 31st which is when it will be open to the public so yes I am okay with working long and hard on this. |
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| 20 Jun 2013 10:28 AM |
| Lol, my friend, you realize that if you expect us to make this script, we may as well just make the whole place. In fact, I don't know how it would be even remotely possible without having the actual place in the first place. |
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| 20 Jun 2013 10:30 AM |
| I already have the place figured out don't worry about that I just want to know if somebody is capable of doing this. |
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| 20 Jun 2013 10:31 AM |
| It is difficult to make humanoids find corners when we don't even know what the corners are XD |
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swmaniac
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| Joined: 28 Jun 2008 |
| Total Posts: 15773 |
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| 20 Jun 2013 10:35 AM |
IAmReallyAwesome is being somewhat pessimistic, but he's right in that Roblox is not well designed for a pathfinding AI.
That said, there are ways and things like this have been done before. |
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| 20 Jun 2013 10:48 AM |
| Personally, I don't think I would have the experience to make a script like that, but maybe if someone shows interest, you could give them the place, have them add the script(s), and have them give it back. |
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Kasumo
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| Joined: 22 Mar 2013 |
| Total Posts: 2467 |
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| 20 Jun 2013 10:52 AM |
| Ok, I didn't want to read all those questions so, you want a script that if you are attacking a citizen the police come driving after you? |
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swmaniac
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| Joined: 28 Jun 2008 |
| Total Posts: 15773 |
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| 20 Jun 2013 10:52 AM |
From what I'm reading, it looks like Navigation meshes (probably implemented with lots and lots of wedgeparts since this is Roblox, but it looks like the polygons can be any shape) are the best bet if anyone wants to tackle this. They'd work better than my original waypoints idea.
As for me, I'll look into it, but I'm making no promises and have my own conditions. |
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| 20 Jun 2013 10:56 AM |
Yeah I understand that it's complicated and such but that's why I am paying 30k.
I have the place already all I need is someone capable of making this script, I can maybe go to 40k but really that's it. |
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| 20 Jun 2013 11:00 AM |
@swmaniac yes absoloutely as I said I am really interested in hiring you and since it's really an intensely difficult script I can do 40k and give a percentage of profits if the game gets popoular. |
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josh50000
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| Joined: 29 Nov 2009 |
| Total Posts: 697 |
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| 20 Jun 2013 11:01 AM |
| I don't think anyone on roblox has made an AI that is even close to being as intelligent as that, I tried to make an AI that could just walk around obstacles a few months ago, but never got round to finishing it because there were too many complications and errors in the code. What you are asking is almost impossible and would take a very experienced programmer at least a few weeks to perfect. |
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| 20 Jun 2013 11:09 AM |
I know that's why I am paying 40k robux for this script, swmaniac seems to have an idea of what he is doing. This is going to be the most expensive part of my project but Also the most important. |
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swmaniac
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| Joined: 28 Jun 2008 |
| Total Posts: 15773 |
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| 20 Jun 2013 11:19 AM |
I'm willing to admit that while I do consider myself an advanced scripter, this would be by far the most ambitious project I've ever attempted on Roblox.
It's also entirely possible that it's not feasible. Roblox is the pathfinding AI's nightmare. Tons and tons of obstacles that will fly everywhere and get between way-points, combined with not having tons of resources (Roblox servers doubtlessly run at least a dozen games each). |
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| 20 Jun 2013 11:30 AM |
I completely understand that therefore I have some suggestions to uncomplicated things.
We have a small amount of NPC police men that are stronger than normal ( makes up for having less cops )
All building are not destructable therefore stoppng objects from interfearing with waypoints.
I am sure once we have a base npc script working we can always imporve it so I am not looking for extremely advanced NPCs right away.
But hey I think we can do this, are you up for it? |
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josh50000
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| Joined: 29 Nov 2009 |
| Total Posts: 697 |
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| 20 Jun 2013 01:00 PM |
| OK, well good luck with your project. |
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Preston99
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| Joined: 21 Sep 2008 |
| Total Posts: 247 |
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| 20 Jun 2013 02:56 PM |
| Sw doesn't seem that advanced, seeing his posts in the past. ._. |
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| 20 Jun 2013 03:28 PM |
| Probably a macser. be orly careful. |
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| 20 Jun 2013 03:33 PM |
Didn't read past the second post, but I would complete this for you to perfection in a matter of hours if I had BC.
All you need to do is tactfully manipulate network monitor scripts to control humanoids to your bidding... |
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swmaniac
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| Joined: 28 Jun 2008 |
| Total Posts: 15773 |
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| 20 Jun 2013 04:41 PM |
@Preston
Did you seriously bump a dead thread just to insult me?
I've coded my own plane system, weapons, autoturrets, shields, my own explosion, zombies, admin commands, etc.
I coded a fragmenting explosion once. >_>
All from scratch.
You've seen less than a dozen of my 15k+ posts. You've seen zero of my scripts in action. You know nothing whatsoever of my abilities, please don't go out of your way to insult me. |
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drahsid5
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| Joined: 13 May 2011 |
| Total Posts: 3937 |
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| 20 Jun 2013 04:44 PM |
while true do print(This_is_A_Advanced_Script) wait(0.01) print(1...2...3...4...5...) wait(0.01) instance.new.Part Part.Parent = Workspace
this is so advanced it spams bricks. |
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