Freedom Reborn

Freedom Force Forums => Mods => Topic started by: area34 on October 19, 2009, 06:04:22 PM

Title: M25 AI question
Post by: area34 on October 19, 2009, 06:04:22 PM
Not sure if this would be the right spot since it's not exactly mod but if I take the time to add all my custom hero's to the game's dat's so that they have named moves and info like in game characters have does the M25 AI no longer work for them then?
Title: Re: M25 AI question
Post by: GogglesPizanno on October 19, 2009, 07:36:39 PM
In my experience the AI will still work (you'd have to run the newly built-in characters through the AI generator again)... However, something about converting them to built-in causes the occasional character's AI to stop working correctly (they tend to run around a do a lot and do nothing) -- even though the hero file's AI works ok.

It's not all characters, just the occasional one. And the AI is still technically working, because if you hand manipulate a non-working one's AI settings you you can get the behavior to to change (though it is still broken).

Never been able to figure out how to fix it.
Title: Re: M25 AI question
Post by: JLAfan2001 on October 19, 2009, 10:18:15 PM
Kind of encouraging to see that I'm no the only who's been struggling with the same type of problem on my mod.
Title: Re: M25 AI question
Post by: John Jr. on October 19, 2009, 10:53:36 PM
I had the same problem with the main villain of my Legion Mod. he worked great as a custom, but as a built in he became a pacifist villain, don't matter how hard the hero hit him, he never fight back :thumbdown:
So, I deleted the bad guy a remade him with a different name and a slightly different power set. It worked.
Maybe it is a way to "fool" the AI problem.
Title: Re: M25 AI question
Post by: Previsionary on October 20, 2009, 12:08:58 AM
When it goes from custom to built-in, make sure the name in character.dat still matches the name in the m25ai python file. If you notice your character entry missing in said file, then you need to add it. Also, make sure the character in ffedit has a AI chosen and it isn't stuck on "none."

Also of note, the game (and ffxeditor) tends to get confused if you still have the herofile lying around AFTER you've added it to FFedit. My fix for that is to always remove the herofile and back them up elsewhere.
Title: Re: M25 AI question
Post by: JLAfan2001 on October 21, 2009, 01:41:52 AM
I couldn't find any characters listed in the M25AI.py but I found them in the M25AIdata.py. Here is an example of Kang:

['kang',
   ["target enemy",
      'weakness_ranged_crushing',
      'not staticked',
      'weakness_melee_crushing',
   ],
   ["timer", 'auto',
      'TUseRemedy()',
      "TFleeMelee(mindist='medium',movetype='fly',time=0.88)",
      'TFleeMelee(type="any",subtype="emitting_damage",time=0.88)',
      "TActiveDefense('force field',mindist=0,time=3)",
      "TTeleportAway('teleport',time=3)",
      'TSummon()',
      "TRanged('paralysis ray',time=3)",
      "TRanged('guantlet blasters',time=3)",
      "TMelee('temporal punch',time=3)",
      'TThrow(pickup_time=2.92,throw_time=2.51)',
      'TLand()',
      'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.88)',
   ],
   ['energy reserve',
      'medium',
   ],
],

Would this shed any light an my AI issue at all?
Title: Re: M25 AI question
Post by: TrajkLogik on October 21, 2009, 11:11:45 AM
Yeah, all built-in AI scripts should be in the m25aidata.py file. Hero Files use individual m25ai.py files.
Title: Re: M25 AI question
Post by: Sid on October 23, 2009, 08:41:34 AM
Quote from: Previsionary on October 20, 2009, 12:08:58 AM
Also of note, the game (and ffxeditor) tends to get confused if you still have the herofile lying around AFTER you've added it to FFedit. My fix for that is to always remove the herofile and back them up elsewhere.

That could be pretty significant.  Your custom hero folder is accessible regardless of which mod you are playing.  If you downloaded a mod and it had a character that was the same name as one of your customs, it could screw up the mod through no fault of the mod itself. 

The solution would be to have a an empty Custom folder in a different location and swap out your actual Custom folder when you wanted to play a mod.

Something to keep in mind if you experience wierd behavior from a mod that nobody else seems to be having trouble with.
Title: Re: M25 AI question
Post by: yell0w_lantern on October 23, 2009, 12:36:16 PM
Something I just found out the hard way: don't set a character AI to none and give them a M25 AI - it will disable FFX
Title: Re: M25 AI question
Post by: M25 on October 23, 2009, 03:23:20 PM
If you take a hero file and transfer it into a built-in, make sure you close the game and re-brand the characters with the FFX Editor (just run it, load your mod directory in the program and then close the editor).  You then need to re-run the AI generator on that character, or make a copy of your .ai file in m25aidata.py.  A lot of AI issues come down to trying to load the wrong data for a character.

Also, as many have discovered, the game itself will often try to load a hero file instead of the built-in character if they have the same name.

Title: Re: M25 AI question
Post by: JLAfan2001 on October 23, 2009, 06:28:02 PM
M25, I did just that with kang. In fact, I did it twice. I built kang in and he was set to have a genericheroAI when I did so. After that, I quit the game and saved him in the FFX editor. Then I deleted the hero file and ran kang through the AI generator. I was originally running him with USAgent's hero and M25AI files. It worked great but once I built him in, he became dumb as a stump.
Title: Re: M25 AI question
Post by: M25 on October 24, 2009, 06:26:04 PM
What powers does kang have?