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Exterminatus - Rival Species 2
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Open Testing
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Typheron
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First impressions
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Topic: First impressions (Read 31261 times)
silveralen
Guardsman
Posts: 32
Re: First impressions
«
Reply #15 on:
February 07, 2011, 09:49:59 PM »
Ah I see, yeah that is a major issue. You've apparently already considered most of my suggestions obviously lol sorry I force you to keep updating me.
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inespie
Guardsman
Posts: 18
Re: First impressions
«
Reply #16 on:
February 18, 2011, 09:42:30 PM »
use the combine soldier code, maybe ? is make a team "ally" is easier than change all the " follow Freeman " of a friendly unit ? for nyd ripper swarm who "pounce" like headcrab ?
I dunno, but on Gmod 10, seem to have many bot unit, no ?
edited by the inquisition, mind the language please
«
Last Edit: February 19, 2011, 03:12:37 AM by Typheron
»
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Typheron
Moderator
Marine Chaplain
Posts: 939
Re: First impressions
«
Reply #17 on:
February 19, 2011, 03:22:59 AM »
Our current AI (that does not work) uses the above suggestion and here is the major problem, the AI recognises only one player as its controller (only 1 person can be freeman).
So when more than one person used the gaunts it would randomly give priority to one person. The result was that the gaunts would only respond to one persons command. This had the knock on effect of breaking the health of that player and all gaunt users.
They also could not properly track a target and would sit and shoot at the first place they saw the.
Player health is dependant on the number of active gaunts at there command, so one persons health would skyrocket and the others would go to a negative value meaning they were unkillable and stuck in what was an effectively a ghost mode.
See it turns out a lot of the stuff that the AI uses is very specifically set for the class (combine, human, antlion, etc...) you cant just cut and paste parts of the code to create a hybrid, it just breaks itself and requires a huge amount of re-coding to make it work.
We could add a gaunt as a uncontrollable NPC, but it would attack any player as most of the AI is hostile to everything else and again it would require extensive re-coding of the Ai again.
In the end there is no easy way to do this.
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God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
Nqss
Team
Marine
Posts: 166
Re: First impressions
«
Reply #18 on:
February 19, 2011, 07:15:06 PM »
for solve the following problem you should modify AI so its not indetify !player as leader it should be !player+SteamID in that case defferent players will get different gaunts
and IG....could have CSS AI only thing CSS AI needd is .nav for bots , but CSS also have the basic .nav creator for automatic creation and advanced one for users.
this is sounds like abomination for me as programmer and mapper but it might work)
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I bring his will , into this modification!
And i shall know no mercy!
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