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回報翻譯問題
the ai is set to not take cards/pills if thats disabled but yeah they can still pick them up accidentally while chasing something else, I'll add some code so they will actively avoid them
@Radioactive Roast like it says in the mods description "You will still have to have a controller plugged in and press start on it to add co-op characters to the run, this mod can't work around that unfortunately."
Thank you for letting me know, I guess this goes for the true co-op mod?
One thing I noticed was their interaction with Stoneys. If there are plenty in a room and they surround the AI, they get completely stick, jittering around everywhere without trying to push their way past the stoneys. Maybe somehow program it so if it knows it's surrounded by Stoneys, to either ignore them or push past them?
I can tell they're programmed to destroy every fire and poop in a room, but I noticed they still attempt to do this even when there are enemies in the room. An easy fix would be to have some sort of priority system, so it knows to kill the enemies first before destroying the poops/fires.
I noticed your reasons for adding flying and homing tears to the AI, but I think that it would be able to move around well enough without flying. I mean, most of the walking enemies in the game itself have pretty good pathfinding, maybe you can use some of that code? Though I have no idea how to code myself, so it's only a suggestion XD And if you remove the homing/spectral tears, it can still figure out how to hit the enemy! Maybe some sort of way to tell if a wall/rock is in the way of it's line of sight. Is that possible?
Another odd bug I noticed is when it enters a Curse Room and picks up an item, sometimes it stands completely still for no reason, not even bothering to exit the room. I'm not sure what causes that, honestly.
One more bug I noticed was when it fights Hosts, it retreats far away when it has the skull to the ground that the skull will not lift up again, since the AI is far away from the enemy. This causes the AI to stand there doing nothing. Maybe implement some sort of way to have the AI keep itself in a distance to the Host to always cause it to pop up it's skull?
I hope all of these bug reports help! I seriously love this mod and I'm positive you can make a very smart AI that will eventually learn to beat the game on it's own! I'll be looking for more possible bugs, good luck on the coding! :D
The stoneys thing I hadn't noticed since I have them banned (not about difficulty I just find them annoying) will fix that up.
There actually is a priority and chasing down fires and poops is low, but it is set to attack the closest vulnerable enemy that can hurt it which sometimes is a fire, otherwise the time I've seen it skip enemy attacking is if its a big room and all the enemies are far away (no idea why though, theres no max range on enemy detection it literally just gets all the enemies in the room and picks the closest one, still trying to fix)
Adding pathfinding for non-flying characters is on my to-do list, as is getting them to aim without spectral, I've had issues with that though, checking for a rock in the way is easy but getting it to move to a good shooting spot without it then reacting to different enemies and getting 'confused' was a pain.
Making them smart is important but my priority is making sure they get stuck as little as possible so I've left it as using spectral for the time being.
So yeah still working on that.
Curse room thing seems weird, will fix that.
The hosts issue is probably the entity being detected as in invincible and damaging enemy (like the skulls that bounce around the room) while the skull is down so the ai avoids it, will add a check so that it doesnt get too far away.
Again thanks, half this stuff will be fixed in the next update.
It seems that the AI doesn't understand the concept of going around rocks. I've had to help move it a number of times as it keeps getting stuck.