Civi Bots

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Mj Pain
Posts: 1036
Joined: 2008-05-07 21:18

Re: Civi Bots

Post by Mj Pain »

I like your idea..
If you could make the bots move around and act like normal people it would add to the realityfeeling
Perhaps killing civi-bots results in heavier penelties than killing a player-civi.
Arresting a civi-bot shouldn´t get the britts any intel but arresting a player-civi will get them a lot. I see alot of interesting scenarios..
But anyways, I dont think any of this is possible.
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Civi Bots

Post by Tonnie »

Look great idea but it has been suggested before. I know coz i suggested it but the thread just died nothing became of it. I do hope that the DEVs can see these as a great addition to the game and could add a nice realistic twist on the game.

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Darktrooper
Posts: 55
Joined: 2008-02-21 11:08

Re: Civi Bots

Post by Darktrooper »

Problem is bots counts as players.. That means if you have for example 10 bots on a 64-players servers you'll have only 54 slots available. So even if it is possible you'll have less players on the server.

Solution would be to automaticaly "fill" the server with bots when there are few players, and remove these civilian as the server goes full.

Another solution could be to use the bird-code (these birds who flee when you enter an area) replacing birds with, for example, civilians entering a house. :mrgreen:
Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: Civi Bots

Post by Tonnie »

Darktrooper wrote:Problem is bots counts as players.. That means if you have for example 10 bots on a 64-players servers you'll have only 54 slots available. So even if it is possible you'll have less players on the server.
To be honest i am sure alot of ppl would have no problem play with even just 40 slots if that means the addition of civi bots

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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Civi Bots

Post by cyberzomby »

Those birds are only a graphic ( looks to me ) and I dont think the code behind it works like those civies need to work.
Darktrooper
Posts: 55
Joined: 2008-02-21 11:08

Re: Civi Bots

Post by Darktrooper »

cyberzomby wrote:Those birds are only a graphic ( looks to me ) and I dont think the code behind it works like those civies need to work.
Yeah, but that may be enough to have a city looking as "occupied". A shadow entering a house. Someone shouting something in arabic. Such things... Also, i wonder if these "bird effects" count as networkable objects...
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: Civi Bots

Post by M.Warren »

Humm, intresting idea.

I've always appreciated AI bots as you could program them to do certain things. Bots create a certain type of atmosphere that players cannot, this is because bots essentially become "actors." Although I've never played this particular game, take Grand Theft Auto for example. The player acts as this macho-rambo-guy, the police act as the force against you, while the AI bots also play the role of innocent civilians who run in fear.

Personally I think that AI bots should be considered civilians. And players acting as civilians should be considered "collaborators" instead as they cause mischief and aid the insurgent forces.

Would be nice to see AI bots as civilians though. They'll roam the city in what appears to be a normal day to day life routine. Walking the streets and fleeing when gunfire is heard.

If the British team kills an AI bot civilian it should cause penalties the same way as if killing a player controlled civilian. Also if the insurgent team kills an AI bot civilian it works the same way against them as it does the British team by causing heavy respawn penalties. This will prevent both sides from slaughtering a bunch of civilian AI bots which would destroy the atmosphere.
Mj Pain wrote:If you could make the bots move around and act like normal people it would add to the realityfeeling
Perhaps killing civi-bots results in heavier penelties than killing a player-civi.
Arresting a civi-bot shouldn´t get the britts any intel but arresting a player-civi will get them a lot. I see alot of interesting scenarios...
However, like Mj Pain said. If the British team "arrests" (knifes) an AI bot civilian no points or bonuses are awarded. Maybe even having it still result in negative points for needlessly knifing them. Idea is to create a realistic setting.

Of course... AI bot civilians need a "walk" animation created so they can roam about the city. The current movement animation for player controlled soldiers is basically a brisk advance or sprint which won't fit well.
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Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: Civi Bots

Post by Thermis »

Darktrooper wrote:Solution would be to automaticaly "fill" the server with bots when there are few players, and remove these civilian as the server goes full.
I like this idea, if its possible. Having the bots go away as the server gets populated by players would be cool because it would simulate the enemy fighters moving to the presence of American/British soldiers.
General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: Civi Bots

Post by General Dragosh »

im all for this

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/ ok i signed :D
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Civi Bots

Post by AnRK »

Thermis wrote:I like this idea, if its possible. Having the bots go away as the server gets populated by players would be cool because it would simulate the enemy fighters moving to the presence of American/British soldiers.
Yeah that's a pretty cool idea. Then the increased Coalition forces would represent a relation to that build up. Dunno if that's doable though.

It would be very cool if we could have bots not counting as players though. Could do all sorts of things, I suggested having them man base defences a while ago, but can't be done for the same reason unfortunately.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: Civi Bots

Post by EOD_Security-2252 »

I like it, just the Civilian bots in America's Army.

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Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Civi Bots

Post by Mora »

AIX has about 100 bots on multilayer if i am not mistaken
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Civi Bots

Post by @bsurd »

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!
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Civi Bots

Post by cyberzomby »

Whats AIX?
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: Civi Bots

Post by EOD_Security-2252 »

Allied Intent Extended, was originally just Allied Intent. Basically, a giantic singleplayer mod. (Lots of cool add-ons weapons)

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zangoo
Posts: 978
Joined: 2007-09-01 03:42

Re: Civi Bots

Post by zangoo »

Darktrooper wrote:Problem is bots counts as players.. That means if you have for example 10 bots on a 64-players servers you'll have only 54 slots available. So even if it is possible you'll have less players on the server.

Solution would be to automaticaly "fill" the server with bots when there are few players, and remove these civilian as the server goes full.

Another solution could be to use the bird-code (these birds who flee when you enter an area) replacing birds with, for example, civilians entering a house. :mrgreen:

bots dont count as players, i have played with 255 bots, i showed a screen shot of this on these fourms in a thread just like this. From all of my testing bots do not count as players.
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red.murder1
Posts: 126
Joined: 2008-07-25 16:00

Re: Civi Bots

Post by red.murder1 »

He is right but you would have to buy a co-op server
And bots would fight like regular people and not use the binoculars,grappling hook or field dressings
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Re: Civi Bots

Post by SGT.JOKER »

The idea is cool, as is the one where bot's will leave as more players join. But is it possible? is the question
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