Registered Member #2228 Joined: [ 03:22 ] [ 17 May 2009 ]
Hey, this is great news! I forgot all about this mod. I'm glad you released it. All the pathmaps were hand done in ED42 then tweaked in photoshop (by overlaying the texture tile on top of the pathmap as a guide) so that the bots would stay on the roadway rather than cut corners.
"I think a race map like lakeside could be possible.. something simple. They do all 'race' around the track at the kings base in highway at the start which is kinda funny "
Actually, that was one big PITA, but the fact you noticed means it was worth the effort.
Let me know if there are other maps/features you'd like added, and i'll be happy to do so providing the admins here don't mind wrapping up another release. I've got a new aggressive car driver behavior that would be perfect for this mod. Matt
Sir, we'd be happy to wrap up any subsequent releases. I think we could assist with the pathmapping too in terms of the usual routes humans might take on the maps when off-road.
Speak more of this aggressive driving...?
They do need to put pedal to the metal a little more
Registered Member #2228 Joined: [ 03:22 ] [ 17 May 2009 ]
"Sir, we'd be happy to wrap up any subsequent releases. "
Sweat! Let me know anything you've got in terms of wish list or priorities. In the meantime, knowing this is alive, i'll be happy to start going through additional maps.
"I think we could assist with the pathmapping too in terms of the usual routes humans might take on the maps when off-road."
Absolutely. It was only the car pathmaps on some particular maps where i tried to restrict the vehicles to stay on the road rather than take shortcuts, but yes, tweaking the bot paths could go on and on.
"Speak more of this aggressive driving...?
They do need to put pedal to the metal a little more "
Yeah, stock BF1942 driver behaviors were definitely not written for racing but for little old ladies. I happened to be messing around writing a custom behavior (AIBehaviors.Con) for an Amphibius vehicle (A Ford GPA in FHSW) when he took off, ran down everyone in his path and didn't stop until he got to his control point. This occured from a combination of replacing land vehicle controls with sea controls and reordering/reprioritizing events in the behaviors. Using this in IS82 will make a big difference on vehicles that have no primary weapon (racers), but could probably be easily adapted for the vehicles with weapons as well. The difference is that the vehicles with weapons have to make a choice whether to stop and shoot someone or continue on to the control point. That's a subject in which no one is ever satisfied: They stop and shoot when they should move or vice versa. Otherwise, thanks for all the kind feedback. You've renewed my interest and I look forward to creating a new release. Matt
A very simple map that I would be impressed to see bots racing on is Kantkho Island.. this is a circuit with no jumps, ramps or statics to traverse. just laps.. forever..
Im interested to know how you could keep a bot going round and round.. this is the strategic points stuff?
the cars are faster than normal and a bit drifty but 'boat' ai sounds very suitable in many ways. the maps in the download section and Id be happy to help out where possible!
Registered Member #2228 Joined: [ 03:22 ] [ 17 May 2009 ]
A very simple map that I would be impressed to see bots racing on is Kantkho Island.. this is a circuit with no jumps, ramps or statics to traverse. just laps.. forever..
Im interested to know how you could keep a bot going round and round.. this is the strategic points stuff?
Sounds good. A new release is already underway if only to add more maps, the new car behaviors and address that occasional annoying crash. Neighboring the strategic areas is the only way to get them going in one direction. It isn't perfect, but what is with bf1942 bots?
the cars are faster than normal and a bit drifty but 'boat' ai sounds very suitable in many ways. the maps in the download section and Id be happy to help out where possible!
The AI boat behaviors make all the difference in that the bot isn't constantly letting off the throttle every time it encounters a change in pitch on the heightmap. With the boat behaviours, it doesn't bother because it assumes it's on a flat surface (water), so he goes full throttle. Since the pathmap defines the go/no go areas, this is a win/win situation. I've already added it for the non armored vehicles (car driver w/o armament) and plugged it into the buggies and they kick the crap out of every car on the map. Now i just need to adapt it for the more common armed vehicles. As always, any feedback is appreciated. That also holds true for the pathmapping. By default, i've done my best to keep the bots on the roadways as well so there are plenty of victims to run down/teammates to pick up. Let me know if any of it is not to your liking. Also, I'll add Kantkho Island to the top of the map list. Keep you posted.
Registered Member #2228 Joined: [ 03:22 ] [ 17 May 2009 ]
i think the bots could handle Interstate 64 Racing too
Is this something that could be integrated into the AIX mod? Are they seperate maps that could be included or are we talking about another mod built on the IS82 foundation?
Im intrigued with the idea of a single player or co-op mission.. something like left for dead.. its easy enough to have the player trigger something to spawn.. which in turn holds a soldier spawn point and starts spawning out bots.. could make an actual mission with events and such like that.
Registered Member #2228 Joined: [ 03:22 ] [ 17 May 2009 ]
Sounds cool and simple enough. Let me know what map you want to do it on. Also, can you recommend any additional maps to add to the IS82AIX mod? I just finished up Kantkho Island, Streets and Street Race. I added the crazy driver behaviors to all vehicles and with it, the bots are now making the jumps in Death Race....