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Re: Civi Bots
Posted: 2008-08-13 19:04
by zangoo
it is possible to adjust the bots thinking, we could make it so they like to move to areas and dont ever attack ect. there is some code to adjust the ai's behaviour
Re: Civi Bots
Posted: 2008-08-13 19:20
by red.murder1
It should be with python
Re: Civi Bots
Posted: 2008-08-13 21:34
by strima
There would need to be a Navmesh added so the AI can navigate the map. Only built up areas need to be done.
There have been problems with the AI in the past but [R-DEV] Outlaw has worked wonders with it. AI related CTD's are down to an all time low.
It would be easier to run it as a single player mod and run a dedicated co-op server. All the insurgent spawn with 32 AI and as a human joins 1 bot is removed i.e. 10 humans, 22 bots.
The kits could cause a problem as bots would spawn with any kit, maybe a forced lock on the AI to give them a civvy class and fill the weapon slots with mobiles, papers, baskets etc. the AI could be made placid so they don't attack and just mill about the area.
It sounds like an interesting idea for some body to fully propose to the single player side which would be easier as a lot of the work is already done.
Re: Civi Bots
Posted: 2008-08-13 21:36
by strima
Dirty, stinking double post!!!!!

Re: Civi Bots
Posted: 2008-08-13 22:51
by Rhino
this is something I would love too but it simply aint possible to do well. First we would need to get PR with full SP support in its newest version, something that isn't really possible, many game play dynamics would need to be changed and it would add a extra 3 or so months onto each release, then we can't really limit the bots to only spawn as civiy and things like that.
Re: Civi Bots
Posted: 2008-08-14 01:58
by Bringerof_D
@bsurd wrote:sounds realy cool!
Would be nice to play there i think. And it would get the players to first think, then shoot.
Normaly they shoot first and think then (After they get a teamkill or lose tickets for kill a civi)
Hope we will see this ingame!
i like this idea too but no it will not make players think more before shooting, maybe just a litte. you read his post about the sniper who made the decisions not to shoot, but do you realise how long the time between the sighting and the final decision was aproximately? in a live fighting area that time ammounts to a grand total of 2 seconds at most, if everyone were to be a trained soldier they would be able to cope with the pressure of this fast decision making but as gamers most of them wont have enough time to decide between shoot or not shoot