AI for MP (UPDATED) [message #-997829] |
Mon, 29 April 2002 17:41 |
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I am currently working on an AI script for the MP Practice, only thing is i need some help with the x,y,z on the create_object and create_Real_object commands.
If someone knows alot about this scripting(hmmm... abjab or associates) could you please contact me
so i can finish this code up.
Here is a little history on the subject.
I am a VB Developer out here in wonderful LA and got bored playing SP so i decided that i would play MP Practice(No current ISP for i am moving in a month). Well after devouring these forums, and absorbing all i could from them. I decided that i could easily make an AI script for the MPP.
The program would rope drop, or parachute enemies and allies in random positions on the map so people like me could play against someone on another map other than skirmish.
Much help would be appreciated. If you guys can help me I can help you by making some sort of script generator where you could choose where and how to do things then just pick a file name to save it as.
PLEASE HELP!!!
Dante [ July 26, 2002, 01:51: Message edited by: Dante ]
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AI for MP (UPDATED) [message #-997826] |
Mon, 29 April 2002 08:26 |
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YES!!! I have been waiting for this for a long time. I really dont know how to scrpt but i always like playing MP Practice on new levels but there were never bots. It sucked but if u make this it will be good. How many maps will it be on!
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AI for MP (UPDATED) [message #-997825] |
Mon, 29 April 2002 08:36 |
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all, including any maps submitted by users, i just need to get that scripting help, i will post some screenshots of the program when i get some help. Program is about 50\% complete but won't go past that until i know more
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AI for MP (UPDATED) [message #-997816] |
Tue, 30 April 2002 03:04 |
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I could help a little but I am very busy with my own mods if you remember I made the GDI SP Aircraft mod and other mods, I mainly make maps now but I am wondering do you need maps building if so just relpy or sometihng, Thanks, --Shaun--
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AI for MP (UPDATED) [message #-997812] |
Tue, 30 April 2002 17:56 |
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Sorry bout the length between posts, in my own little cubicle programming endless lines of VB Code as we speak. Anyway, I have talked with some really good sources and aquired some MUCH needed info. I would like to tell anyone that if they have some really kewl scripts or functions that they would like to include in the app, please feel free to send them to me or make a suggestion, you will be credited with your work, I GUARANTEE IT,(you can quote me if you like). I would really like to get the info on how to unmix the files then remix.. If you have any info on this PLEASE let me know... Again thanks to all who contribute, and keep up the great posts, very informative!!
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AI for MP (UPDATED) [message #-997811] |
Tue, 30 April 2002 06:04 |
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Ahem getting ai into new maps is easy.....but getting them to be differnt then what one can spawn is another story. Also they need some pathing that is easy.
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AI for MP (UPDATED) [message #-997809] |
Tue, 30 April 2002 06:18 |
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You mean like spoonbots for tribes? Spoonbots for tribes use's tribes built in coding system to create bots of certain classes and stuff like normal players. You just have one problem spawning players in renegade.....they start as soliders and dont change unless they buy it. How do you suggest you get past the spawning things in the game?
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AI for MP (UPDATED) [message #-997808] |
Tue, 30 April 2002 08:46 |
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This is ai for multiplayer practice, not for online, i am not trying to mod the game, just add some challenge to the people who are playing without connections or who just enjoy skirmishes.(like me) later on i will work on a server side ai engine that generates bots into mp, but for now will be mpp and sp only. if you know of any other programs that do this could you post a link instead of being a critisizing my posts? Not being rude, but that would be a lot more helpful.
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AI for MP (UPDATED) [message #-997807] |
Tue, 30 April 2002 08:50 |
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sorry for previous post, err.. think i miss readit.. i have never heard of that patch for tribes and for some reason i thought that it was a renegade patch (me so stupid sometimes, it's 4:00p and i have been punching code all day) anyway, the ai will not *spawn* so to speak, it will kinda be based on the C_130drop script then go from there with random things happening all the time. (((dreamingly thinking, why is it when i post i come up with even better and better ideas??))) anyway, i hope that this helps explain that a little better, if you could kindof explain to me exactly what the spoonbots does for tribes, if i don't reply today, i will tommorrow!
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AI for MP (UPDATED) [message #-997806] |
Tue, 30 April 2002 08:51 |
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You know, I'm a VB programmer myself (Can't wait until the Education authority validates my software so i can make £500 a pop per school in the coutry who wants it, at least 1/4 ) I'm wondering, how exactly do you plan on making the AI using VB, this isnt critisism, jsut curious. I thought you had to assign the scripts to objects through the commando editor, and even when the scripts.dll source is released, it WILL NOT be in VB, i can guarantee that! Correct me if I am not getting your point here, but i was just curious.
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AI for MP (UPDATED) [message #-997805] |
Tue, 30 April 2002 09:02 |
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basically, here is the scenerio, first thing that always happens in the game is that the c130 drops the harvester... well, if you are able to randomly generate people off of that item happening, then you will be able to make custom scripts(in the WW C programming) by simply creating the scripts using FSO. This will make for alot of scripts, but when you close the program it will kill all the scripts, and return the Data directory back to the previous state. I know this may sound wierd, but alot of it is already coded and i have been pounding all day on some SQL and Accounting software, so i kinda purposely forget the intregit programming(comments are the key to VB Programming). But basically it uses stuff we already have in the game, just re-utilizes it in a way that can make it more challenging. #1 Rule in programming! KEEP IT SIMPLE STUPID! The later versions will be more in depth and hopefull have more features, but for now you will simply choose what side you are going to play, open the game, and have a butt load of random characters come at you and your base. hope that helped alittle, if you want to know more email me @ tanderson54@hotmail.com
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