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Multiplayer with Robots in it
Posted: Sat Dec 17, 2005 11:25 pm
by Ned
Has there been any progress with making multiplayer levels with robots in 'em? I recall being in one or two games with a prototype.
Posted: Sat Dec 17, 2005 11:56 pm
by fyrephlie
u mean like robo anarchy?
Posted: Sun Dec 18, 2005 2:12 am
by Aus-RED-5
D1, D2 or D3?
If you're talking about what I think you are? You're asking about player BOTS in D3. I have heard of them and there was one. But that was years ago and I have no clue now.
Posted: Sun Dec 18, 2005 10:18 am
by Unix
It would be cooler if you could have robo-team anarchy. Ya know, robots on your team that you could deploy to do different things.
Posted: Sun Dec 18, 2005 10:23 am
by Krom
That would require AI far more able then is available in D3 or virtually any current game for that matter.
Posted: Sun Dec 18, 2005 10:33 am
by Ned
It was maybe like Bama's Revenge or Something like that and there was a robot in addition to the players.
I remember it well, because it kept kicking my azzz.
Any progress or anyone know what Im talking about?
It was D3 thru Descent.cx
Posted: Sun Dec 18, 2005 10:56 am
by Richard Cranium
Supersheep was working on some code that would function similar to the AntiCheat software that server admins currently use that would allow the admins to include AI bots in any game.
One of the ideas was to have an AI player join a team to help balance out the numbers if one team had too many people. Basically the ?software? could look at the maximum number of players for the game and make sure the server was always full minus one so people could still join.
Another idea was to be able to have the Thief bot in any game. The Thief bot would be an opponent for everyone in the game because he would try and steel your stuff no matter what team you are on.
I don't know where Sheep is at with this code but I think he had to put it on the bottom of his list due to other commitments.
Posted: Sun Dec 18, 2005 11:01 am
by Behemoth
That bot was a waste of game space.
Posted: Sun Dec 18, 2005 12:35 pm
by Ned
Oh ok, SuperSheep was da Man.
I disagree. I think AI bots are a totally cool idea for multiplayer games. It could also be good for playing against when you are the first player waiting for others to join. I think Subway Dancer needs a mean cranky robot with good weapons who moves slow
Posted: Sun Dec 18, 2005 3:04 pm
by Duper
Richard Cranium wrote:Supersheep was working on some code that would function similar to the AntiCheat software that server admins currently use that would allow the admins to include AI bots in any game.
One of the ideas was to have an AI player join a team to help balance out the numbers if one team had too many people. Basically the ?software? could look at the maximum number of players for the game and make sure the server was always full minus one so people could still join.
Another idea was to be able to have the Thief bot in any game. The Thief bot would be an opponent for everyone in the game because he would try and steel your stuff no matter what team you are on.
I don't know where Sheep is at with this code but I think he had to put it on the bottom of his list due to other commitments.
hmm.. UT does that too. Interesting.... veerry interesting.. *sink*
Posted: Mon Dec 19, 2005 1:01 am
by MD-2389
I've actually played against "Spike", and lets just say it was interesting.
In testing, he spawned hellion bosses where every door was. Uhh....lets just say nobody lived very long.
Posted: Mon Dec 19, 2005 2:14 am
by DCrazy
Krom wrote:That would require AI far more able then is available in D3 or virtually any current game for that matter.
How so? All it takes is a single if statement in the bot's targeting code... "if this guy's on my team, don't shoot him."
Posted: Tue Dec 20, 2005 3:31 am
by El Ka Bong
I was playing in a crowded Stadium game with a player called "A RoboT" ... I thought it was a real pilot, and I called it a 'hacker' .. ?! @ LoL! I was mystified for a few minutes, and naturally assumed it was a hacked pilot .. !
The AI ship was a little slow to respond, sometimes stuck in corners, but it was also invulnerable. It was a dark-pyro like in the level called Blue Devil. I just avoided it. It split up the action sometimes, however if the AI was more agressive, it might be ok to have a robot in some gang-bang levels...
Posted: Thu Dec 22, 2005 4:04 pm
by DIII-vinz
if you do not already know:
there is this level called "firingrange" by (LL)Atan. it is a singleplayer mission for offline basic multiplayer training with ai ships that look like pyros and also fight each other. fun to try.
Posted: Sun Dec 25, 2005 8:46 pm
by sushi.h.a.
I just released a mod called
GroupC a bit ago, and in it, the counter measures have been replaced by a few robots and specialized Gunboys.
e.g. The normal gunboy pickup (on the left) gives you a deployable Flame RAS robot (on the right). (you know the red bot that says, ?Burn!?). When deployed, it will autonomously operate on your side.
Here is a Flame RAS of mine attacking an enemy phoenix.
I didn?t want the deployable bots mess up the feel of multiplayer, so they aren?t ridiculously powerful or anything, and there are usually very few, if any, countermeasure pickups in a given level, so they are also bit rare. They?re fun to use though.
You can of course disable the countermeasure pickups in the multiplayer options when you don?t want any deployable bots.
Anyway, I hope that helps out Ned.
Take care.