[Request] Bots

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spalding1995

FNG / Fresh Meat
Jun 30, 2012
130
0
0
Hi , i really love games where you can play with bots :D , KF2 is a great game but i doubt that TWI will add AI controlled players in the game , but in KF1 a mod was made by Marcus : The bots had a few issues but they were pretty decent ;D i would love to see another bot mod for KF2.
 

Dragontear

FNG / Fresh Meat
Apr 29, 2015
98
3
0
Ol'Blighty.
Having AI units fighting alongside you, even if they were limited to certain areas or as AI units in a different Game-type (ODST Squad in Halo Reach - Installation 04 map, anybody?) would be good, say... Police/Army 'creeps' compared to the more mobile/intelligent player characters? For lack of a better term.

Theoretically, they could spawn at the start of either the game, or per-wave at a limited number, and either move to a predetermined position/designated area in-editor, or follow after a PC, fanning out and keeping back from the action, using lower-level equipment to encourage PC's to be active. There could be potential for sending orders to AI units to - and this is merely speculated/my humble opinion - areas on the map marked as Alpha, Bravo, etc, follow, stay here...

That's all, if of course, AI units are implemented somehow.
 

spalding1995

FNG / Fresh Meat
Jun 30, 2012
130
0
0
My thoughts are slightly different , i thought that it would be cool to have randomized characters ( So they don't all look the same ) and you could configurate their perk to select how they act.

For exemple , a medic will attack less and heal his team while a berserker will go in the close-ranged fight etc......
 

EvilWiffles1

FNG / Fresh Meat
Apr 15, 2015
14
0
0
It'd be cool to command and order bots to your tactics in offline mode.
You can also setup your bot squad perks.

Killing Floor 2 definitely needs some AI companions fighting alongside you. I typically play offline mode, mostly because my stupid internet.
 

spalding1995

FNG / Fresh Meat
Jun 30, 2012
130
0
0
It'd be cool to command and order bots to your tactics in offline mode.
You can also setup your bot squad perks.

Killing Floor 2 definitely needs some AI companions fighting alongside you. I typically play offline mode, mostly because my stupid internet.

+100 to that
 

Marco

Active member
May 23, 2009
644
227
43
Finland
Well I tried starting making bots for KF2, but soon ran into couple major problems:
- Bot AI spams the hell out of log with errors and warnings about how the pawn owner should be a live player controller (with and without perks).
- Perks are nearly 100 % unsupported by bots AI (everything references to live player controller base).
- Game instantly crash when bots try to walk, no clues about it in log why it does that.
- For some reason their weapons fire no projectiles half of the time (even though it makes muzzle flash and sound effects).

So at the current state, bots are impossible to implement without Tripwire adding some kind of support for them in the base code of KF2.
 

Sanguivore

FNG / Fresh Meat
Jan 5, 2011
272
0
0
Well I tried starting making bots for KF2, but soon ran into couple major problems:
- Bot AI spams the hell out of log with errors and warnings about how the pawn owner should be a live player controller (with and without perks).
- Perks are nearly 100 % unsupported by bots AI (everything references to live player controller base).
- Game instantly crash when bots try to walk, no clues about it in log why it does that.
- For some reason their weapons fire no projectiles half of the time (even though it makes muzzle flash and sound effects).

So at the current state, bots are impossible to implement without Tripwire adding some kind of support for them in the base code of KF2.


I'm probably wrong here, so please educate me if I am. Instead of trying to make an extension of the player controller class, could it not be done as an extension of the zed controller class? For instance, using a "modded" scrake as the base for a zerker bot.
 

TheMasterBlaster

FNG / Fresh Meat
Apr 30, 2015
8
0
0
Currently playing SP is basically playing coop alone. To me it's a real beating. This game can be too difficult and frustrating playing alone. Adding AI coop players would solve this. It really needs to be done to have a serious SP option.
 

spalding1995

FNG / Fresh Meat
Jun 30, 2012
130
0
0
Currently playing SP is basically playing coop alone. To me it's a real beating. This game can be too difficult and frustrating playing alone. Adding AI coop players would solve this. It really needs to be done to have a serious SP option.

That's what most Devs don't understand these days :/
 

s1nk0

FNG / Fresh Meat
May 3, 2015
68
0
0
KF1 had a bots mutator. So I guess it would be possible on KF2, right?
 

spacecat

FNG / Fresh Meat
Apr 21, 2015
26
0
0
a big YES on this, hopefully Marco figures it out soon or if TWI introduces their own.

The reason for this is that sometimes the internet goes down, bad pings, full servers or completely empty servers. Or just those days where you don't want to deal with people trolling around.
 

spalding1995

FNG / Fresh Meat
Jun 30, 2012
130
0
0
Thing is the engine is different so i think that TWI will have to do it themselves .....But they have to to get us a decent solo experience.
 

Marco

Active member
May 23, 2009
644
227
43
Finland
Reason why it worked out so well in KF1 was because the game was based off UT2004, which had full bot support, so the base code supported bots.
But KF2 is pretty much written from an empty shell and has no bot support.
 

spalding1995

FNG / Fresh Meat
Jun 30, 2012
130
0
0
Reason why it worked out so well in KF1 was because the game was based off UT2004, which had full bot support, so the base code supported bots.
But KF2 is pretty much written from an empty shell and has no bot support.

Let's hope they realise solo sucks and will add bot support to fix that :/
 

Shining Wolf

FNG / Fresh Meat
Dec 13, 2011
878
5
0
Well I tried starting making bots for KF2, but soon ran into couple major problems:
- Bot AI spams the hell out of log with errors and warnings about how the pawn owner should be a live player controller (with and without perks).
- Perks are nearly 100 % unsupported by bots AI (everything references to live player controller base).
- Game instantly crash when bots try to walk, no clues about it in log why it does that.
- For some reason their weapons fire no projectiles half of the time (even though it makes muzzle flash and sound effects).

So at the current state, bots are impossible to implement without Tripwire adding some kind of support for them in the base code of KF2.
How are you even getting that far with no source code?
 

LeUser

FNG / Fresh Meat
Jul 12, 2015
4
0
0
Hey Marco! Thank you very much for creating the bots for KF - they are really fun to play with and an huge improvement to the solo mode. I've only started using them recently and I'm really surprised how well they work. It's also great to see you have already evaluated the possibilities with KF2!

TWI please alter your code base to allow bot support. You even have someone in the community who will program the bots - and it's really a great step forward for the solo mode. There may not be many posts in this thread - but there are several threads on steam and elsewhere where people are expressing their interest in bots for KF2!

Greetings y'all! ;)