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 Post subject: Re: Neurotronic NPC System
PostPosted: Tue Jun 05, 2012 1:14 pm 

Joined: Thu Sep 02, 2010 4:40 pm
Posts: 10
Shad,

I love this work. But my skills of putting it all together are a bit slim.

I work on a standalone opensim.

Any thought of making an IAR download, with all the bits and pieces in the prims in the right places? That way we could tear the prims apart and see just where everything goes.

In any case keep up the good work

Thanks
Ayesha


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 Post subject: Re: Neurotronic NPC System
PostPosted: Tue Jun 05, 2012 7:31 pm 
Furious Typer
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Joined: Mon Apr 25, 2011 6:48 pm
Posts: 184
Location: OSgrid, of course!
Hello all and thanks for the feedback.

Zadock,

If you look at each prim in the brain, you'll notice that they are each named. The scripts are like named, and each script should go into the appropriate prim within the brain. I've always had the 'bot' script in the center prim, with the rest of the scripts in the like named prims. The controller script should be in a separate prim, as you have done.

The actions, are created by you, and define things like animation or sounds to play, text to chat, and so forth. The actions can be used in the Locations file, in the third column between the vector and exits fields. You should also be to issue the 'act' command to the Controller to play an Action, regardless of where the NPC is located.

Remember to add the UUIDs of the Actions, AIML, Locations, Racter, and Rules cards to the configData card. Also, update the Controller script with the UUIDs of the configNPC and configData cards.

Ayesha,

Thanks for the IAR suggestion, it should be a better alternative to an OAR. I had hoped to package all this into an OAR, but the .oar was 4 or 5 MB, too large to post here. I am currently in the middle of some modifications to the system, adding a few features and getting the code more efficient. As soon as the debugging is complete, I will certainly add an IAR to the post.

I had promised yesterday to post some sample Location and Route cards, but I faced some issues yesterday with my connection and didn't have the time otherwise to get them created. My apologies to all.

Again, thanks for the feedback. I'll get something posted soon.

Shad MOrdre


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 Post subject: Re: Neurotronic NPC System
PostPosted: Wed Jun 06, 2012 5:48 am 

Joined: Thu May 31, 2012 10:56 am
Posts: 15
Shad,

The prims comprising the brain I unzipped were all named primitive. I just renamed and insserted the scripts per your instructions.

Here are my location and route notecards as generated by the location creator script, if someone needs a sample.

It is named: locations_2012-06-05T20_46_22.5103000Z

Marker01|<128.000000,142.000000,20.155001>||Marker02,Marker03,Marker04,Marker05|
Marker02|<128.000000,128.000000,20.155001>||Marker01,Marker03,Marker04,Marker05|
Marker03|<142.000000,128.000000,20.155001>||Marker01,Marker02,Marker04,Marker05|
Marker04|<114.000000,128.000000,20.155001>||Marker01,Marker02,Marker03,Marker05|
Marker05|<128.000000,114.000000,20.155001>||Marker01,Marker02,Marker03,Marker04|

Route notecard is: routes_20

Marker01|Marker02|<128.000000,142.000000,20.155001>|<128.000000,128.000000,20.155001>
Marker01|Marker03|<128.000000,142.000000,20.155001>|<142.000000,128.000000,20.155001>
Marker01|Marker04|<128.000000,142.000000,20.155001>|<114.000000,128.000000,20.155001>
Marker01|Marker05|<128.000000,142.000000,20.155001>|<128.000000,114.000000,20.155001>
Marker02|Marker01|<128.000000,128.000000,20.155001>|<128.000000,142.000000,20.155001>
Marker02|Marker03|<128.000000,128.000000,20.155001>|<142.000000,128.000000,20.155001>
Marker02|Marker04|<128.000000,128.000000,20.155001>|<114.000000,128.000000,20.155001>
Marker02|Marker05|<128.000000,128.000000,20.155001>|<128.000000,114.000000,20.155001>
Marker03|Marker01|<142.000000,128.000000,20.155001>|<128.000000,142.000000,20.155001>
Marker03|Marker02|<142.000000,128.000000,20.155001>|<128.000000,128.000000,20.155001>
Marker03|Marker04|<142.000000,128.000000,20.155001>|<114.000000,128.000000,20.155001>
Marker03|Marker05|<142.000000,128.000000,20.155001>|<128.000000,114.000000,20.155001>
Marker04|Marker01|<114.000000,128.000000,20.155001>|<128.000000,142.000000,20.155001>
Marker04|Marker02|<114.000000,128.000000,20.155001>|<128.000000,128.000000,20.155001>
Marker04|Marker03|<114.000000,128.000000,20.155001>|<142.000000,128.000000,20.155001>
Marker04|Marker05|<114.000000,128.000000,20.155001>|<128.000000,114.000000,20.155001>
Marker05|Marker01|<128.000000,114.000000,20.155001>|<128.000000,142.000000,20.155001>
Marker05|Marker02|<128.000000,114.000000,20.155001>|<128.000000,128.000000,20.155001>
Marker05|Marker03|<128.000000,114.000000,20.155001>|<142.000000,128.000000,20.155001>
Marker05|Marker04|<128.000000,114.000000,20.155001>|<114.000000,128.000000,20.155001>


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 Post subject: Re: Neurotronic NPC System
PostPosted: Wed Jun 06, 2012 1:49 pm 
Furious Typer
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Joined: Mon Apr 25, 2011 6:48 pm
Posts: 184
Location: OSgrid, of course!
Hello all,

I've updated the post to include the requested .IAR file. It includes an assembled brain; Controller, Clone, LocationCreator, Marker objects; and all the relevant scripts and notecards. Please note that the format of the Action file has changed, as I've made additional functionality, and to accommodate, I had to change the symbols used to separate the fields. See the included Instruction notecards for further explanations. Please let me know how this .IAR import works for you.

Zadock,

Thanks for putting up with the headache! You may find the .IAR file to be of use if you are still having difficulties otherwise.

Ayesha,

As requested, hope you enjoy!

Shad MOrdre


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 Post subject: Re: Neurotronic NPC System
PostPosted: Wed Jun 06, 2012 2:04 pm 

Joined: Thu Sep 02, 2010 4:40 pm
Posts: 10
Shad,
Thank you very much. I will download the IAR and try it out.

I'll let you know what happens

Many thanks again

Ayesha


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 Post subject: Re: Neurotronic NPC System
PostPosted: Wed Jun 06, 2012 2:14 pm 

Joined: Thu May 31, 2012 10:56 am
Posts: 15
Thank you Shad, It will probably be easier as I am rebuilding my standalone from scratch due to my harddrive failure.

Will let you know how it goes.

Thanks for all the hard work.


Shad,

Absolutely awesome. I figured out where I went wrong on the brain thanks to your IAR. Everything works, I only have 5 markers and so 20 routes but my test npc jumps through all commands with no errors. Now to finish rebuilding and working on the actions card.

Thank you so much. If I notice any other issues, I will let you know.

Update: I love the autopilot. What are the commands for chat, I did not see those listed in the readme.


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 Post subject: Re: Neurotronic NPC System
PostPosted: Wed Jun 06, 2012 5:52 pm 
Furious Typer
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Joined: Mon Apr 25, 2011 6:48 pm
Posts: 184
Location: OSgrid, of course!
Zadock,

To chat with the NPC, just chat on channel 0. In autopilot, the NPC should detect any Agent, user or NPC, and begin a conversation. Alternatively, you can use the 'say' command from the controller, or use the Say action.

When creating routes, you can have more than just Point A to Point B. Any location can be trimmed out by simply adding the vector of that location to any other route. Locations are where an NPC would actually do something, like sit down to fish. All the points to get to the fishing hole don't NEED to be locations. They just need to be point along the path to get to the final destination. You can use this to build complex routes, while keeping the number of routes to a minimum. Say you have a small town. To get from some point in building A to some point in building B is a complex route. All the points in between just serve to get the NPC from A to B, and are thus just really waypoints, instead of full Locations that could have some Action applied to them. As you experiment, you'll get a hang for the benefit of this. I usually add entrances and exits to/from buildings as locations, as well as sit_target locations, tables, and any other area where a bot might "do" something. As soon as I start work on osNpcTouch(), this will add a whole other realm of possibilities as well. Other points within a given building just need a route to the entrance or exit, and you routes and location files will become less cluttered.

When creating Actions, you'll want to experiment also with the time values for pauses, sounds, sits, and animations to get a more fluid NPC. Sounds and animations don't always play as expected for a variety of reasons, so I've tried to implement a queue of sorts for both, but I don't think I got it right. They still play an Action, just not in the way I think they should. I think this will be the last piece I put in place before transitioning into the osNpcTouch project.

And just in case, watch out for chat flooding. The NPCs will just chat away with each other, and you'll see CPU utilization hit 100% very quickly. And make sure to 'set log level info' in the Opensim console, or your opensim.log file will get flooded with every move of an NPC.

By the way, if anyone has a Program-O implementation of AIML that they'd be willing to contribute, it would GREATLY enhance the conversation abilities of NPCs.

Shad MOrdre


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 Post subject: Re: Neurotronic NPC System
PostPosted: Tue Jun 12, 2012 1:21 am 
Furious Typer
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Joined: Mon Apr 25, 2011 6:48 pm
Posts: 184
Location: OSgrid, of course!
I've updated the IAR file to correct permissions issues, and new features have been added.

Shad MOrdre


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 Post subject: Re: Neurotronic NPC System
PostPosted: Tue Jun 12, 2012 3:11 pm 

Joined: Thu May 31, 2012 10:56 am
Posts: 15
Thanks again Shad for all the hard work. I am looking forward to utilising and learning more about your NPC system and OpenSim in general. I will have to put all on hold as I need to aquire a new PC. Mine has succumbed to time and age.

Zadock


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 Post subject: Re: Neurotronic NPC System
PostPosted: Thu Aug 23, 2012 9:34 am 

Joined: Thu Aug 23, 2012 9:16 am
Posts: 1
Location: Somewhere Beautiful
Hey, Shad, I saw your post over at project-o. and was wondering if you got your NPCs to tie into that system? (I prefer it over pandara bots). I already have the project o running on a server and plenty of NPC antics going on my sim. I thought I might save some time if you had any cool tips? or snippets? for tyeing a NPC into that tool :)


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