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  1. #1

    The problem with Scripted A.I. spawning

    Love the new scripting tools but there are issues when it comes to scripted A.I. spawning. For one, it only works with Wave 1, you cannot create dynamic spawning after that. What's worse is it can cause problems with spawnig priorities. For example in my tests the map starts out with 5 guys from Wave 1 followed by some scripted spawning and then Wave 2. The problem was that the Wave 2 enemies spawned before the scripted guys because they don't count towards the % Killed as they aren't physically in the map. Basically the Wave 2 guys take their place which breaks the scripted spawning order. So we need to be able to script waves 2-5 so they only appear after certain conditions or have unspawned Wave 1 enemies still count to % Killed. Idk what do you guys think? Am I missing someting?
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  2. #2
    You're not missing that much, the way the AI spawn is quite unpredictable, especially when you want them in the right order.

    When testing, i can only suggest you to use the highlight NPC as gameplay modifier, and see how it tends to behave to put them back in the right order.

    The way your level design is done should have differents sections for differents waves, making it easier for your workflow.

    You can also notice that the % of the wave, the type of NPC (each one has a cost,), the distance, and the order you've placed them at first can have a significant impact on the AI spawn.
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  3. #3
    Yeah I know all that. It would just be nice to script A.I. beyond the Wave 1 and if Wave 2-5 didnt interfere with spawning priority.
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  4. #4
    Steve64b's Avatar Senior Member
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    The trend seems to be having fewer enemies in a map than in Far Cry 4.

    I think about 12-13 AI can be resident in the map at any time. Wave1 starts with ~24 enemies, so any additional AI spawning in will probably take the max of 24 down to 12, until you'll see additional AI spawn.

    Spawning AI should work best in more linear maps, where you can better determine how many enemies will be around for the player to see.
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  5. #5
    Probably your best bet is to just use the waves, and place the enemies creatively.
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  6. #6
    https://far-cry-arcade.ubi.com/en-ca...ae3c389c38840c


    FlyingSpiritus, hello I saw your map CRYCYBER skyrocket in likes the other day wondering where all these likers came from lol.

    I have 7 4 star maps with around 100 plays and like 10 3 star maps with the same play count, how do I get to 200 plays?. Is it a problem with control zones and lighting making my best maps get afew dislikes or haters mad they make 2 star maps.

    My highest rated maps are guns blazing with infinite ammo and highlight mpc modifiers. I haven't had time to figure out how to layer control zones to more than 20 enemy spawns, my gunner maps have 70-130 spawns but by the last spawns you have bigger guns than you started with. Like first wave is brawler vs pistols then third wave would be heavy gunner and flammer vs your Super guns so by the last wave you are powered up killing **** like an action movie.

    if you have the time please check out my 4 star maps for any tips. I usually play on anold big screen tv too so that could lower my ratings people with high def screens are seeing pixels flicker that I missed on walls, floors and roads.

    The featured maps have a set number of main game players who check out arcade and hit like on the new features then you have so many players hitting like on every day's new 4 star maps it's usually like 40 people rating, do you have like a facebook group or players know your name CRYCYBER had 200 ratings first day lol.

    COOPER STREET:
    https://far-cry-arcade.ubi.com/en-ca...ab3c2eac366334

    TOTAL VIETNAM:

    https://far-cry-arcade.ubi.com/en-ca...ab3c6ed4cc66a2

    BAR FIGHT:

    https://far-cry-arcade.ubi.com/en-ca...b03c8ccc1cfb74

    THE BEACH:

    https://far-cry-arcade.ubi.com/en-ca...ab3c8ebc305053

    SHACKS:

    https://far-cry-arcade.ubi.com/en-ca...ab3c0da0c3c83b

    There's a few more 4 star and fun 3 star maps if your bored you can try out.


    NightbayneX sorry for posting off topic I don't want to make a check out my maps thread untill they get 5 stars, cheers.
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  7. #7
    CoryTrevrSmokes, hi mate,

    No, i'm not associate to any social media in shape or form nor i have a friend list on the PSN, only 3 friend that i don't even talk to.

    Believe me, i was the first surprised by all the unilateral votes after the few hours the map came out, even with the alpha statement at the begining.

    Was very tired and couldn't even sleep because of that. :P

    Now it went down a bit, so my heart is beating to a normal rate.

    All i can tell you is this :

    I got very frustrated when my first maps came out, because when you spent 200 hours on a project in which you have faith, seeing it with only 3 stars and one hundred plays is the kind of pill i had very hard time to swallow.
    So i thought ok, let's try this time to go for the linear route, if it's what most players want.

    Cryhigh (an other map) was made with this plan into mind and i tried to balance the best i can every encounter the player would have, each location should be unique and have its own character, foes will have their animation points to make the world more believable, especially for players that want to play stealth.
    Lighting was a big part of the plan too, and terrain was shaped in that regard.
    Then, i had to play test again and again to see what was working or not, gunsblazing or stealth, and tweak every part that needs to be. (and there was a lot)
    Rince and repeat the process until you're happy with those but to tell you the truth, i have very conflicted thoughts about this.
    You can always do better, nothing is perfect, and the brainstorm never really ends.

    CryCyber is nearly the same story, but i even try harder, gameplay is now better with the V5, but i spent most of my time building stuff (spaceship, robot, old building mixed with technology) to set an atmosphere, trying to make it original, unique ?
    Then i hit the upload button (the scary one) just to see how players would react, it was a test, not intended to be the final version, i was in the need of feedback, the one i've never really had on this forums, frustrated to the point that i do not even want to advertise my work anymore on here, and it's a sad feeling.

    Now i will play your maps, just open a thread for them and i'll be happy to try to help you the best i can.
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  8. #8
    akilyoung That's how I've been doing it since Far Cry 4. I was just hoping I could create more precise encounters and a smoother flow with the scripting tools but it's just too limited. Funny that Timesplitters:Future Perfect from 2005 had more diverse and flexible scripting options.
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  9. #9
    FlyingSpiritus,lol it's quite exhausting the rush you get after publishing a map lol. Even a short assault map you spend a few days brain storming a theme then a few days on lay out so by the time you publish a week of ideas flush out the brain storming nerve centers.

    I start to feel bad for game designers stuck working for 9 months on a game they know won't sell like I went to school for this.

    It reminds me of drinking too much booze and saying your quitting for the season, every time I publish I get this cloud like I'm done making themes then 10 hours later I have ideas for 3 more maps like why not have a few more drinks.
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  10. #10
    https://forums.ubi.com/showthread.ph...g-on-last-kill

    FlyingSpiritus, hey I made a new thread in the arcade forum about a bug in my recent map titled Trash it got 20 ratings lol it wouldn't complete on the last kill for all of my play tests so I assume it's the same for everyone in Arcade.

    https://far-cry-arcade.ubi.com/en-ca...ab3c2eac366334

    If you can play test my Cooper Street map for tips on how I could have made it better it would be appreciated. I almost maxed out the budget in Cooper Street Map I would have been happy adding on more stores along the main strip.
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