Creating a seeing AI in Multimedia Fusion 2 or any Clickteam program part 2

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Uploaded by on Feb 7, 2009

This is Part 2
(Part 1: http://www.youtube.com/watch?v=s1P1tH3bvQY )

In this tutorial I show you how to create a very simple yet effective seeing AI without using any non-standard add-ons in Multimedia Fusion 2 (MMF 2). By having the enemy shoot objects that hold an identifier value and effect the shooting object, we can give each enemy a independant AI mode and response.

This also works with The Games Factory (TGF), Multimedia Fusion (MMF 1) and Click 'n Create (CnC). This technique was devised by Jon Robson, after working with him on SPy and SPy 2 (two South Park fan games), I learnt how to do this and have since then adapted the method although the core logistics remain the same.

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Uploader Comments (Yamiscott)

  • No offence! :( but this is a flawed technique. The speed of the objects means that the player can walk into one of the sight bullets after the enemy can no longer realistically 'see' that spot. A better idea, which I have used, is to make an invisible cone object that is set to always be in the same spot as the enemy, and even always facing the same direction of the enemy. Then if the player stands in the cone, the enemy 'shoots' at him with the sight bullets, which die if hitting walls.

  • @Dugular Your cone method requires less objects, but both this version and yours use a shooting object, therefore the delayed response point (which can result with innaccuracy and hits after an object can't see) is either incorrect or the same on both. Yes a cone with a shooting object on overlap works, actually thinking about it, it makes more sense that way.

  • one question,does a seeing ai mean they follow you an dhsoot at you or just see you,do you knwo how to make them shoot at you or run at you

  • Hi, in this I just enable the enemy to see, once they spot a played a value becomes 1, that's all, I don't do anything once he's spotted the player. but making him follow is easy. just make an event where Alterable value A of Enemy = 1 having the Enemy look at the player at (0,0). for shooting have it so it shoots when the sight object hits again. so a new colision with the player and sight, but when Alt A = 1 play a gunshot and shoot a bullet at the player.

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  • @Yamiscott Now that I think about it, you're right. It doesn't remove the problem entirely. I believe it does lessen the problem though as the 'enemy' is only shooting straight at the player. So there would never be an instance where a player would walk 'into' an already shot object. The player would only ever be walking away. In my little game I made using it, it felt pretty good as it felt like reaction time from the enemy, and gave the opportunity to quickly 'duck away' when in sight.

  • @StringofBinary "When a value is triggered", Set"Enemy" to look at "Player".

  • Yeah. I wanna know too.

  • ok ok i get it hey can you answer a question for me? I'm making a zombie survival game where the zombies spawn outside of the barrier of the frame and constantly move at you... i want them to always know where you are but i dont want them to walk through walls/other obstacles... how would i do this? I've had some major trouble... if you can send me a pm or make a video of this that would be fantastic! Thanks!

  • Very awsome men You ' re nice for Edit Game With Multimedia Fusion 2

  • how do you make an enemy move towards the character when spotted?

  • open source file plzz :P

  • Ah! i have a solution to FBI's problem... which i now realise he probibily figured it out by now or just does not care, BUT, all you do is make another even where if the alterable value of a changes to 0 every 20 seconds or so and make another one to say that if the alterable value a = 0 then the Enemie goes back to its original settings,if without seeing you again, i havent tryed this yet would it acutally work?

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