Added to COOP

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smart_boy00
Posts: 153
Joined: 2009-08-05 17:47

Added to COOP

Post by smart_boy00 »

Is it possible to add in Bots to a COOP server?

Here’s my idea for other releases:

1. More civilian (bots) running around in the city.
2. Animals in some of the areas, like dogs and camels. (They have birds that fly up, why not a dog?)

I know you will need models for this, but IF you had them could it work?
strima
Retired PR Developer
Posts: 2205
Joined: 2007-02-10 15:04

Re: Added to COOP

Post by strima »

If you add civilian bots and animals etc it would reduce the number of fighting bots on the server as the AI bots take up a player slot.
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smart_boy00
Posts: 153
Joined: 2009-08-05 17:47

Re: Added to COOP

Post by smart_boy00 »

Am I correct in guessing that you cant up the over all player count from 64 to 100 with out a lot of coding right?

Also cars are models right? What if you model a dog to run around by its self and have all the data in the model itself? I’m not familiar with the games hard code so I don't know if it’s possible or not. Similar to making a car drive it's self but it would be animated different and just go around. If you shot it will die. If I'm way offer here in my thinking then tell me and I'll drop it, but it might be something to think about adding in PR2 if BF2 structure won't let it happen.
Last edited by smart_boy00 on 2009-08-10 20:13, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Added to COOP

Post by Rudd »

smart_boy00 wrote:Am I correct in guessing that you cant up the over all player count from 64 to 100 with out a lot of coding right?
you can't legally, no
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smart_boy00
Posts: 153
Joined: 2009-08-05 17:47

Re: Added to COOP

Post by smart_boy00 »

Dr2B Rudd wrote:you can't legally, no
AHHHH. Legally, now IM seeing the screenshot here. :( I guess I'll put my marbles in for PR2 :)
E4$Y
Posts: 136
Joined: 2008-08-08 07:38

Re: Added to COOP

Post by E4$Y »

No need for dogs, we have frogs :D Those frogs on OGT are mutants btw...
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Added to COOP

Post by Spec »

and why would you want to have dogs fly up?
:p Someone had to say it

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I doubt such a dog-object would be possible without extreme amounts of work that could be spent into more useful things... like maps, gemaplay changes etc. If it's possible at all. Rather just have a sound file in the background or something. Adds to the immersion but isn't quite as much work.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Added to COOP

Post by Arnoldio »

Tnx creepin, didnt know you can boost up to 128 bots, i was just playing FH2, quite fun, just a shame the tanks get disorientated and stuck in the main :P
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Orgies beat masturbation hands down. - Staker
calstifer
Posts: 72
Joined: 2009-02-23 07:58

Re: Added to COOP

Post by calstifer »

Spec_Operator wrote: :p Someone had to say it

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I doubt such a dog-object would be possible without extreme amounts of work that could be spent into more useful things... like maps, gemaplay changes etc. If it's possible at all. Rather just have a sound file in the background or something. Adds to the immersion but isn't quite as much work.

Good point..
Sheep, seriously its all about the sheep.
Garmax
Posts: 288
Joined: 2008-06-13 00:52

Re: Added to COOP

Post by Garmax »

[R-CON]creepin wrote:you could have up to 128 bots.

its possible yes.

but only on a local server, running over a local network (LAN)

i tried it, and its an utter lagfest even over a gigabit connection....

and of course the bots went all nuts, i tried this way back on helmand, the bots didnt move at the beginning, then after 2 mins they split up in 4 groups and sprinted into the corners of the map and when they got there they ran in circles.

insurgents and blufor bots alike.

that was kinda funny to see but completly useless..

and why would you want to have dogs fly up?
thats actually pretty funny i dont mind co op how it is right now i know it is like it is for a reason
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