"Goober" - I'm assuming, by your return posts, that none of the above is really helping you:
"all i know is thta i'm suposed to use the const command in it and thats all". Basically, "Const" won't be of much help with actual AI - I'm intrigued as to why you thought you needed it though.
"is there a 3d A.I system anywhere?". Probably not a Blitz one that someone is going to just hand over - However, there is more than one type of "general" AI system - none of which may be suited to what you want to do. "Morduun" is right when he says "It's really easy, actually" - it is. However, you may have looked at "Finite State Machines: A Little AI Goes a Long Way" and thought "This doesn't help me as I don't know how to code it". What "Axeman" gave you may or may not be of use to you (assuming you understand it).
"i dont have any idea on how to make ai for any 3d game". Which seems to be the key to your problem - you appear to want to do it from complete scratch (in terms of setting up variables to hold certain values to calculate other values to make your AI work).
"Well could we try and make a realy good A.I system together for this type of game for everyones use...Cause this woul help me as well as others in the future who need help with A.I.". - "Goober", you hit the nail on the head:
Check out "Blitz3D Beginners Tutorials by Ray Diaz" in the Tutorials section. This isn't specifically AI, but I think it's a good general tutorial.
The Blitz community certainly does need an AI tutorial(s) in the "Tutorials" section regarding AI. The problem is there are so many uses of AI. What is required is basic stuff (initially), that is easy to understand, that builds up to be more and more complicated. It's too easy to tell someone to look for AI stuff in the forums or on the internet - the problem is some people (who are competant coders) won't need code, they just want to see how something is done (they know enough to implement an idea themselves) - whereas, some people are not going to get much help from this method (because they need to know how it all fits together - from scratch).
Manipulating variables forms a base of AI (at least for me) - you need to be able to able to change/create values. AI can be "faked"/kludged to create whatever effect you want - you don't actually need an AI system as such - it's game dependent.
"Kludge" your first stumbling block:
You wanted to be able to sneak up behind your NPC - "Axeman" gave you some code, however, if you can't currently apply it to your code then kludge past this: You know what you want the AI to do (that fact that you cannot currently do it doesn't matter - pretend it does - you can solve this problem later) - you are using EntityVisible to check if the enemy spots you - "Goober" disable it at will with a key press, or by holding a key down. For example: hold down the left shift key to "sneak" and make your code disable the "EntityVisible" check while "sneaking" is on/activated. Technically, this means you could sneak up to the face of the enemy (which isn't believable). However, you can (at this stage of your program - in development) only press the button when you are approaching from behind the enemy (i.e. you are just "simulating" the sneaking which means you can carry on with your AI without stopping at this obstacle - by doing this you can carry on developing your AI (coz you still have to work out what happens when you sneak up on the enemy - as the distance shortens from you to NPC you could increase the chance of the AI "detecting" you (perhaps it can hear you).
From a basic AI point of view - set up some base variables (stats) in your code: you can set one up for the distance the AI can hear you (this is somewhat unreal as hearing also depends on volume, etc. - but don't worry about this yet) - once the distance between entities gets within this value you can start throwing a random number which decreases in randomness as you get closer and closer (but not to low that it means you'll never successfully sneak up to your target).
Looking at "Morduun's" "Finite State Machines: A Little AI Goes a Long Way"
SEARCH: You'll probably use the idea of this
FIGHT: You'll probably use the idea of this
PANIC: You'll probably use the idea of this
REST: You'll probably use the idea of this
SUPPORT: You'll probably use the idea of this - if you have more than one AI enemy
SNACK: Possibly - The AI in Gothic 1 and 2 enabled NPC's to eat to heal themselves slightly
SPAWN: Probably not
"States" can include anything you like - sleeping - poisoned - bursting to go toilet.
If you have used "EntityVisble" then you can certainly make use of Fight.
If you have more than one enemy, you can give then varying levels of "Courage" (as a base variable) - you can experiment with some NPCs just running away (maybe to raise the alarm or to hide), yet some who just come straight after you. Give them various levels of health/ammo, etc. - then you'll start seeing your AI "work" (without doing much AI stuff). Give them moods (a value of 1 could be happy/0 angry/2 worried/3 scared, etc. etc.) - once you change values you have to work out how it affects the "AI" of your NPC. A NPC of low "courage", that's injured and just run out of ammo is likely to run off. If it had ammo it may still run off rather than reload (perhaps to heal itself - it would be pretty stupid AI to just stand there and heal itself while you are blasting away at it - funnily enough, a lot of commercial game AI does just this).
Don't worry to much about doing an AI engine - for now just play around with variables. In a nutshell, you can create more complex AI in your Blitz game (purely with playing with simple variables) than you'll find in many commercial games that have specific AI engines - there are drawbacks though.
I was thinking about sticking my neck out and doing an AI tutorial (for the tutorials section) sometime in the new year - with the aim of it being really, really simply written (designed for a programming novice, not just an AI novice) - we'll see.
"all i know is thta i'm suposed to use the const command in it and thats all". Basically, "Const" won't be of much help with actual AI - I'm intrigued as to why you thought you needed it though.
"is there a 3d A.I system anywhere?". Probably not a Blitz one that someone is going to just hand over - However, there is more than one type of "general" AI system - none of which may be suited to what you want to do. "Morduun" is right when he says "It's really easy, actually" - it is. However, you may have looked at "Finite State Machines: A Little AI Goes a Long Way" and thought "This doesn't help me as I don't know how to code it". What "Axeman" gave you may or may not be of use to you (assuming you understand it).
"i dont have any idea on how to make ai for any 3d game". Which seems to be the key to your problem - you appear to want to do it from complete scratch (in terms of setting up variables to hold certain values to calculate other values to make your AI work).
"Well could we try and make a realy good A.I system together for this type of game for everyones use...Cause this woul help me as well as others in the future who need help with A.I.". - "Goober", you hit the nail on the head:
Check out "Blitz3D Beginners Tutorials by Ray Diaz" in the Tutorials section. This isn't specifically AI, but I think it's a good general tutorial.
The Blitz community certainly does need an AI tutorial(s) in the "Tutorials" section regarding AI. The problem is there are so many uses of AI. What is required is basic stuff (initially), that is easy to understand, that builds up to be more and more complicated. It's too easy to tell someone to look for AI stuff in the forums or on the internet - the problem is some people (who are competant coders) won't need code, they just want to see how something is done (they know enough to implement an idea themselves) - whereas, some people are not going to get much help from this method (because they need to know how it all fits together - from scratch).
Manipulating variables forms a base of AI (at least for me) - you need to be able to able to change/create values. AI can be "faked"/kludged to create whatever effect you want - you don't actually need an AI system as such - it's game dependent.
"Kludge" your first stumbling block:
You wanted to be able to sneak up behind your NPC - "Axeman" gave you some code, however, if you can't currently apply it to your code then kludge past this: You know what you want the AI to do (that fact that you cannot currently do it doesn't matter - pretend it does - you can solve this problem later) - you are using EntityVisible to check if the enemy spots you - "Goober" disable it at will with a key press, or by holding a key down. For example: hold down the left shift key to "sneak" and make your code disable the "EntityVisible" check while "sneaking" is on/activated. Technically, this means you could sneak up to the face of the enemy (which isn't believable). However, you can (at this stage of your program - in development) only press the button when you are approaching from behind the enemy (i.e. you are just "simulating" the sneaking which means you can carry on with your AI without stopping at this obstacle - by doing this you can carry on developing your AI (coz you still have to work out what happens when you sneak up on the enemy - as the distance shortens from you to NPC you could increase the chance of the AI "detecting" you (perhaps it can hear you).
From a basic AI point of view - set up some base variables (stats) in your code: you can set one up for the distance the AI can hear you (this is somewhat unreal as hearing also depends on volume, etc. - but don't worry about this yet) - once the distance between entities gets within this value you can start throwing a random number which decreases in randomness as you get closer and closer (but not to low that it means you'll never successfully sneak up to your target).
Looking at "Morduun's" "Finite State Machines: A Little AI Goes a Long Way"
SEARCH: You'll probably use the idea of this
FIGHT: You'll probably use the idea of this
PANIC: You'll probably use the idea of this
REST: You'll probably use the idea of this
SUPPORT: You'll probably use the idea of this - if you have more than one AI enemy
SNACK: Possibly - The AI in Gothic 1 and 2 enabled NPC's to eat to heal themselves slightly
SPAWN: Probably not
"States" can include anything you like - sleeping - poisoned - bursting to go toilet.
If you have used "EntityVisble" then you can certainly make use of Fight.
If you have more than one enemy, you can give then varying levels of "Courage" (as a base variable) - you can experiment with some NPCs just running away (maybe to raise the alarm or to hide), yet some who just come straight after you. Give them various levels of health/ammo, etc. - then you'll start seeing your AI "work" (without doing much AI stuff). Give them moods (a value of 1 could be happy/0 angry/2 worried/3 scared, etc. etc.) - once you change values you have to work out how it affects the "AI" of your NPC. A NPC of low "courage", that's injured and just run out of ammo is likely to run off. If it had ammo it may still run off rather than reload (perhaps to heal itself - it would be pretty stupid AI to just stand there and heal itself while you are blasting away at it - funnily enough, a lot of commercial game AI does just this).
Don't worry to much about doing an AI engine - for now just play around with variables. In a nutshell, you can create more complex AI in your Blitz game (purely with playing with simple variables) than you'll find in many commercial games that have specific AI engines - there are drawbacks though.
I was thinking about sticking my neck out and doing an AI tutorial (for the tutorials section) sometime in the new year - with the aim of it being really, really simply written (designed for a programming novice, not just an AI novice) - we'll see.