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ExAI - Extended Behavior for SP Bots Details »»
ExAI - Extended Behavior for SP Bots
Version: 2, by CobaltBW (Community Noise Maker) CobaltBW is offline
Developer Last Online: Aug 2020

Version: SRB2 Rating: (4 votes - 4.20 average)
Released: 12-27-2019 Last Update: 12-31-2019 Favourites: 10
Scripts Re-Useable Content

ExAI is a small project of mine which expands on the behavior of single player bots to make the AI more intelligent and versatile.
  • Built from the same code used to create 2.2's standard AI.
  • All six vanilla characters now have AI custom-tailored to make use of their abilities. (Usable with botskin)
  • Optional: Bot is customized to engage in combat (enabled by default)
  • Various other tweaks and added quirks to give the AI a bit more personality.

Commands are as follows:
ai_sys - Turns on/off all ExAI script functionality.
ai_attack - Turns on/off AI aggression against enemies.
ai_seekdist - Distance to seek out enemies. Measured in fracunits.
ai_debug - Streams local variables and cmd info in the console.

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File Type: lua VL_ExAI-v2.lua (21.0 KB, 1193 views)

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Comments
Old 01-02-2020   #22
CobaltBW
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Quote:
Originally Posted by Sting the Cat View Post
Wasn't there a Heroes mod for 2.1 or something?
Rings a bell, but I wouldn't know anything about the specifics of it.

Quote:
Originally Posted by Pyrakid Wolfo View Post
She does give me pity shield, but isn't that a bit broken? I mean, I literally can't take damage. Seems OP.
This mod is more of a demonstration on how to create intelligent AI for SRB2. Game balance wasn't exactly the top of my concerns. :p
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Old 01-02-2020   #23
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There was a heroes mod, not compatible with 2.2 tho its in archived
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Old 01-08-2020   #24
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Eh I think it should be balanced, for casual fun! What else is this mod for? What is this mod for?z
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Old 01-14-2020   #25
NAR the Fox
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Switching on the fly just works and I love it.


I even love how Fang just stays far away for his pop gun to work. So when you have to switch to Tails in a situation where you're surrounded by enemies, he'll kill those enemies for you and then return to you so you can fly.
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Old 01-28-2020   #26
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Finally! Tails can actually be helpful for once! And a suggestion: could you make it so the A.I can collect rings you've lost, or even can be able to platform by itself? (Without having to rely on the player's input to do it.)
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Old 01-29-2020   #27
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Quote:
Originally Posted by Makavo View Post
And a suggestion: could you make it so the A.I can collect rings you've lost, or even can be able to platform by itself? (Without having to rely on the player's input to do it.)
To some extent, they already have less dependent movement patterns, but it depends on the context. With the exception of combat, all of the AI's current functions are intended to help the AI stay near the player, and so the AI will use special abilities and attempt to maneuver around terrain if the situation calls for it. Additionally, the AI will attempt to read sector heights to see if they need to jump and/or activate their ability to avoid falling in a pit.

It's not in the cards right now, but if a future patch increases lua functionality for bot scripting, then I may experiment with an AI that is proficient at collecting items.
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Old 02-12-2020   #28
Evertone
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Default well ain't this kinda broken

Cool mod tho
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Old 02-13-2020   #29
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Quote:
Originally Posted by Sting the Cat View Post
Wasn't there a Heroes mod for 2.1 or something?
Yeah, but that mod wasn't using the bot's(NPC) system the game provides, in it sense the mod kinda made its own "bots" with a lua that tried to make them pass a NPCs. It uses some sprite told to follow Sonic or whatever, and that only had that behavior (that includes jumping).
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Old 03-26-2020   #30
Frostiikin
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I can't seem to figure out what a bot sonic does in this, can you explain what specifically he does here? Like, i cant get him to thok no matter what i do
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Old 03-26-2020   #31
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The Sonic bot uses thok conservatively because the AI isn't yet well equipped to judge whether a huge burst of speed will send the bot careening into the abyss. Sonic will only thok if he is too far away from Player 1, or to avoid falling off of a platform.
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Old 03-26-2020   #32
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Ah, okay. This mod seems really cool, I really hope both this and your momentum mod get put into the vanilla game in say 2.3 or something.
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Old 05-29-2020   #33
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One step closer to the AI Armageddon!
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Old 06-11-2020   #34
Ackeneister
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I just found out if you combo this with SpamDash and have a Amy bot on your side, she literally tries to give you her Pity Shield, but ends up shooting into the sky instead. XD

...But then again it's just something I found out in my spare time.
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Old 06-13-2020   #35
LuxisLand
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Heh. Sonic Robo Blast 2 & Knuckles.
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Old 06-13-2020   #36
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i really like the Lua, but any idea about why Werehog acts like this?
https://imgur.com/FpEs8ZR
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Old 06-13-2020   #37
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It may be attempting to attack the crawla, while not knowing how to do it.

When scripting Amy and Fang's attack functions, I made special conditions in my "attack the enemy" AI that would cause the character to position themselves optimally and press SPIN at the correct moment to strike enemies. But these checks rely on the character's spin ability being set to CA2_MELEE or CA2_GUNSLINGER. If Werehog's is set to CA2_NONE or CA2_SPINDASH, he will simply attempt to attack enemies as if he was a normal spin character.
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Old 06-15-2020   #38
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I can finally pair sonic with FHMS and get a proper ending to the Sugoi trilogy.

Also Pointy + Fly sonic. THE MEME TEAM IS REAL
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Old 4 Weeks Ago   #39
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Just noticed if you spawn an Amy (the NPC) with objectplace, the AI attempts to kill her.
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