Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
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.