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FP9 Points
http://www.runestorm.com/forums/viewtopic.php?f=68&t=44381
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Author:  OCAdam [ Sun Oct 21, 2007 7:10 am ]
Post subject:  FP9 Points

I had this idea yesterday when talking to X and mapping at the same time on my level...

Anyways, it's simple, place this while mapping, and a bot will attempt to place a lasered FP9 at that point if they got FP9's. It would really expand what mappers could do to make bots actually smart in trap placing!

Also, another idea could be the BX-5 Point, which is the same as the FP9 Point, except the bot places a BX-5 there. And just as an alternate idea, the ability to check off using either one, but with a preference of trap decided by the type of Point.

EX: Bot has BX5s and FP9s and goes to an FP9 Point that can allow for BX5s, they'll FP9 the trap.

EX2: Bot has BX5 and goes to an FP9 Point that allows for both, they'll BX5 the trap.

EX3: Bot has BX5 at a specific FP9 Point, they'll skip the trap until they get an FP9 and go by there again.

Author:  DK [ Sun Oct 21, 2007 10:37 am ]
Post subject:  FP9 Points

Hmm... nice ideas, but methinks the bots can already use the BX5 mines pretty well (to an extent). I sometimes find myself wandering a remote part of a map when suddenly I hear the most terrifying sound of *KA-CHING~!!!* and then go, "Oh shi-" *KA-BOOM~!!!*

I think the only downside to this would be that after a few hours, players may start recognizing the mining/lazer-trip hotspots and avoid going to them altogether or just minesweep said areas with a single gunshot.

Author:  OCAdam [ Sun Oct 21, 2007 7:18 pm ]
Post subject:  FP9 Points

DK wrote:
I think the only downside to this would be that after a few hours, players may start recognizing the mining/lazer-trip hotspots and avoid going to them altogether or just minesweep said areas with a single gunshot.


So the players would just decide to stay outdoors the entire time they play my level? My use of the FP9 Point would be very much around the entire level, where bots will use them right around corners where you'd be running away and straight into an FP9 laser trap, or a BX-5-on-the-wall trap. BX-5s in dark places, and on walls? Those are SUPER hard to see!

Author:  DK [ Mon Oct 22, 2007 3:30 am ]
Post subject:  FP9 Points

Nothing a little grenade couldn't fix.

Anyhoo, methinks this would be good for bot so they could actually place laser-activated trip-mines instead of just throwing and detonating them.

Author:  Gordon Freeman [ Mon Oct 22, 2007 5:40 am ]
Post subject:  FP9 Points

Actually i have never seen them using the trip mines , but it would be a major improvement in ut2004 .
Lets hope that the bots in ut3 have more AI in this field of expertise :d

Author:  Tyster [ Mon Oct 22, 2007 6:22 am ]
Post subject:  FP9 Points

It looks like that status quo has the bots placing land mines on path nodes. I like this idea,m though. I play mostly small corridor maps and think it would be nice to let the mappers tell bots to place them behind a girder, on a wall/ceiling, etc.

Author:  Yokelassence [ Mon Oct 22, 2007 3:48 pm ]
Post subject:  FP9 Points

Bots dont try to be clever with mines, they just put them in places where they think you will go very randomly.

Q: Even seen what a bot does when it is lost (no path nodes to go to) and has nothing do do but pick up mines that keep spawning near him?

A: Lets just say the entire floor turns grey and has lots of red lights all over it

A proper mine spot for bots would give them a greater idea of where all those mines should go.

Author:  Bulska [ Mon Oct 22, 2007 3:53 pm ]
Post subject:  FP9 Points

I could use such actors very well for the Beach Assault makeover.

Author:  OCAdam [ Thu Oct 25, 2007 1:35 pm ]
Post subject:  FP9 Points

I'm hoping someone can code this type of actor for UEd so we mappers could do this.... and I think your AS version of Beach would be better with those kind of things Bulska.

Author:  Bulska [ Thu Oct 25, 2007 3:29 pm ]
Post subject:  FP9 Points

Yeah and we can finnaly make bots tactical with these stuff.

While at it, whoever tries this, can you also try to make 'coverspots' navigationpoints? To tell bots where you might hide from. Maybe also a 'coveragainst' trigger or volume or other actor, so you can tell the bot:

If enemy collide with coveragainst:(tag=MainHallwayCoverAgainst1).
If bot collide with coveragainst:(tag=MainHallwayCoverAgainst2).
Then move to closest coverspot:(tag=MainHallwayCoverSpot1).

(So if an enemy is at that location, and the bot using this script is at another location, the bot moves to a place to take cover and sits there, unless a grenade flies by or anything other hazardous. If you make the same for the other side, you got 2 bots in cover firing at each other.)

NOTE: This given example of script won't work in real and is only a stupid example of how it could work.


BW Navigationspots... hmm... I gotta learn to script.

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