shaBAM! said:I would LOVE to see some improvements on the bots.
I'm not sure if ANY of this is possible.
For example waypoints for specific roles. On defense, waypoints that machine gunners move to to set up, waypoints that snipers move to, various places for rifleman, ect.
Then on the offensive, would it be possible to do something like, a rifleman moves to a waypoint behind a box or some type of cover. He waits there for say 30 seconds and fires on the enemy. If he isn't killed he moves to the next waypoint. Repeat until capturing all objectives.
I would think that this would be less work than making some full blown AI. I don't actually know to be honest, though.
Just a thought.
EDIT: I just want bots on offense to stop rushing objectives without stopping once to do something like prone or duck to fire a few times, it bugs me.
You know, thats not a bad idea, and it should be possible.
Assuming Tripwire has not made any radical engine changes and bot pathing is still done the UT2004 way, bots follow "path nodes", i dont think it would be too difficult to crate sub-classes of thease path nodes and make bot classes follow them, afterall its allready done with sniper spots in UT, if a bot comes to a sniper actor, and has a sniper weapon, they will switch to that weapon and try to snipe there.
If done more universal, possibly using a slightly modified code base from thease actors, you should in theory be able to make classes follow different path nodes.
Also, and this is the big one for tactics, one could expand on the actors and make all sorts of commands, like actors that tell bots to use cover where the actor is placed, or go prone where an actor is, alot can be done this way, and if used well by the mappers, using many paths to insure they dont allways do the exact same thing, you could get very good results with a minumum of CPU overhead.
Im not too sure about vehicles though, never had a good look at the bot code used for this.
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