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		<title><![CDATA[First Strike Forums — AI noncombatant traffic]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=4815</link>
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		<description><![CDATA[The most recent posts in AI noncombatant traffic.]]></description>
		<lastBuildDate>Sat, 30 Jun 2007 21:09:03 +0000</lastBuildDate>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67583#p67583</link>
			<description><![CDATA[<p>For an automatic tram to work, the track would have to be big (about the size of the tracks for the trams on the GC Judicator map) because of LOD issues.&nbsp; &nbsp;LOD is level of detail, and battlefield engine uses LODs to render less complex versions of vehicles at a distance to save processing power and reduce lag.&nbsp; &nbsp;The less complex versions of a tram would most likely jump a small track at a distance.</p>]]></description>
			<author><![CDATA[null@example.com (Dnamro)]]></author>
			<pubDate>Sat, 30 Jun 2007 21:09:03 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67583#p67583</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67516#p67516</link>
			<description><![CDATA[<p>OH MAN that Japanese mod for BF1942 was the weirdest/coolest thing ever!&nbsp; You could throw sushi at people!</p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Fri, 29 Jun 2007 20:33:26 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67516#p67516</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67508#p67508</link>
			<description><![CDATA[<p>I didn&#039;t exactly mean ai controlled, but simply a coded object that moves along a path, such as somthing using the roatational bundle as redmoneky was saying. Here is an idea though. Tank tracks, how do they work? they don&#039;t move in a circular path, but they run around a circuit right? What if the traffic or transport, or whatever this might be used for, is following somthing like a giant invisible, noncollidable tank track. then it could travel along a set course instead of going in a&nbsp; straight line or a perfect circle. I&#039;m not exactly sure how tank tracks work on the BF engine, but maybe a transport could be slowed down for ingress/egress by putting several tank track course points very close together in one place.</p>]]></description>
			<author><![CDATA[null@example.com (Mr. Wookiee)]]></author>
			<pubDate>Fri, 29 Jun 2007 19:34:36 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67508#p67508</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67398#p67398</link>
			<description><![CDATA[<p>Battlefield Bots want to do 2 main things: Fight and take control of strategic areas which are usually around flags.&nbsp; Now stategic areas can be set up and linked so that the bots will go from one to the other in a specific order, but the randomess built into the AI would allow for the bots to back track sometimes.&nbsp; &nbsp;Another problem is that which ever team is in the strategic area, controls it, so If you and an enemy bot are both in the strategic area, then that bot is going to want to stay until it controls the area, and it is likely to get out of the vehicle and use a handweapon to attack if the vehicle has no weapons.&nbsp; If it can&#039;t get out of the vehicle, then its going to be deadlocked until something else changes in the game.&nbsp; &nbsp; &nbsp;That&#039;s why it won&#039;t work to have bots as transporters on a circuit.&nbsp; &nbsp;</p><p>Now, using bots as one way transporters can work, but its not perfect.&nbsp; Even with landingcraft in BF42, bots will sometimes just sit in the pilot position without launching from the ship.&nbsp; But it only works oneway.</p><p>The time to take control of a strategic area would allow the bots to pause before going on, but if bot takes over the flag after it leaves, it probably will come back.</p><p>Plus, the bot transporter will be attacked by any enemy bot that comes in range.</p>]]></description>
			<author><![CDATA[null@example.com (Dnamro)]]></author>
			<pubDate>Fri, 29 Jun 2007 02:51:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67398#p67398</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67397#p67397</link>
			<description><![CDATA[<p>Aww, but I liked the jihad elevators.:lol:</p>]]></description>
			<author><![CDATA[null@example.com (halo07guy)]]></author>
			<pubDate>Fri, 29 Jun 2007 02:43:58 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67397#p67397</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67395#p67395</link>
			<description><![CDATA[<p>I think the devs already have an elevator system coded, but this idea could be used as an elevator going on a straight up and down path.&nbsp; In combat it would be a rush for the elevator as you&#039;re chased by enemies like you&#039;re late for work.&nbsp; You could place one right near a base and it would become an important place to guard.&nbsp; Just like in GC on judicator when many players were rushing for the elevators to get to the top floor, but with this system, the elevators wouldn&#039;t blow up.</p><p>A circular path would be extremely hard to make perfect, so there could be 4 trains all going their each way to form a square.&nbsp; I have something to add very interesting, but I think it may break the NDA. I&#039;ll ask a dev if I can share it with you.</p>]]></description>
			<author><![CDATA[null@example.com (sgt. fuzz)]]></author>
			<pubDate>Fri, 29 Jun 2007 02:34:31 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67395#p67395</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67394#p67394</link>
			<description><![CDATA[<p>I have DC and I don&#039;t remember that map at all.Guess I&#039;ll have to check.</p><p>Just code it so flys in a circuit, but stops at certain points for a certain amount of time. That should be do able right? Kinda like coding AI path-finding right?</p>]]></description>
			<author><![CDATA[null@example.com (halo07guy)]]></author>
			<pubDate>Fri, 29 Jun 2007 02:18:47 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67394#p67394</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67393#p67393</link>
			<description><![CDATA[<p>I was thinking about this today and came up with possible solutions to a couple problems with the straight and circular paths, specifically the lack of randomization of the traffic.&nbsp; One possible solution, assuming we&#039;re using objects moving in straight paths, we could use an object spawner on a rotational bundle that is rotating back and forth through an arc similar to the way the auto-turrets work in vanilla 2142 and the &quot;traffic&quot; would spawn at different points of the arc such that they would be taking different paths each spawn.&nbsp; You could have several of these rotating object spawners at different parts of the edges of the maps at varying altitudes to give the effect of having lots of traffic over a locale such as Cloud City that doesn&#039;t look completely scripted.</p><p>For a place like Mos Eisley or Mos Espa, you probably wouldn&#039;t have air traffic like a locale such as Coruscant or Cloud City, instead most of the traffic would probably be spacecraft leaving from the spaceport docking bays, or land based traffic so straight paths would either look silly (star wars spacecraft don&#039;t take off straight up) or just plain wouldn&#039;t work (Mos Eisley and Mos Espa don&#039;t have many straight streets so traffic would run into buildings eventually).&nbsp; However, you could probably make and effective spacecraft takeoff using a rotational bundle with a very very large radius and clever placement in a docking bay that is inaccessable to infantry.</p><p>Just some ideas on implentation, I&#039;d love to see this feature make it into some of our final maps, but only on an appropriate level, using this to excess would probably make the atmosphere worse rather than better.&nbsp; As some people have noted, during large scale conflicts, most civilians evacuate the war zone so I dunno how much civilian traffic we would actually see during a conflict in the star wars universe.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Fri, 29 Jun 2007 02:17:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67393#p67393</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67391#p67391</link>
			<description><![CDATA[<p>Good post, quality discussion! More like this please, its the &quot;thinking outside the preverbial box&quot; that will set this mod apart.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| xEROhOUR)]]></author>
			<pubDate>Fri, 29 Jun 2007 01:31:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67391#p67391</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67386#p67386</link>
			<description><![CDATA[<p>The Battlefield AI system will not support NPCs or bots doing shuttle runs.&nbsp; &nbsp; &nbsp;Having automated trams or some type of automatic lift, however, might be possible.&nbsp; &nbsp; One idea is to have a tram attached to a rotational bundle so that is slowly moves in a big circle that takes it from one area to another.&nbsp; Another idea is to set up a tram so that it only moves in one direction at a slow constant speed.&nbsp; Have it start at one area, and set up so that when it goes past it&#039;s destination, its destroyed by running off the active combat area, or it runs into some sort of a tram stop that is designed to destroy it.&nbsp; &nbsp;Some sort of tram guide or rail could be used to keep the tram on course.&nbsp; &nbsp;In GC Judicator, there were trams on tram guides, but they were not set up to move automatically.&nbsp; &nbsp;</p><p>Of course several different vehicles set on rotational bundles moving slowly around the sky could be used to simulate traffic.&nbsp; &nbsp;The sharks swimming around in circles in BF42 pirates are fins set on rotational bundles.&nbsp; &nbsp;IN DC for BF42 there is map that has large aircraft on rotational bundles with mobile spawn points where you can man the weapons or parachute out of.</p><p>A buddy of mine managed to code some bombers in a personal BFVietnam mod to fly on autopilot.&nbsp; &nbsp;He attached an invisible rocket to the planes to keep them moving at a constant speed and fixed the controlls so it would fly straight.&nbsp; &nbsp;He set up the vehicle AI so the bots would just stay along for the ride, and use the MGs or drob bombs on targets.&nbsp; &nbsp;So the plane would start at one end of the map, fly to a targate drop bombs and then keep on flying until it ran off the active combat area and was destroyed.</p><p>But the same idea might work to have vehicles moving from one end of the map to the other, just as vehicle traffic.&nbsp; You don&#039;t need any bots at all for that.&nbsp; &nbsp;</p><p>So, there are some possibilites, we just have to see what we can do with BF2142 down the road.</p>]]></description>
			<author><![CDATA[null@example.com (Dnamro)]]></author>
			<pubDate>Fri, 29 Jun 2007 01:02:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67386#p67386</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67339#p67339</link>
			<description><![CDATA[<p>In a covert, city, guerilla operation there would definitley still be traffic. That would make it useful on a close combat infantry oriented map that might otherwise have no vehicles. but it might it be &quot;automated.&quot; Im sure many cities would have some sort of automated or droid operated mass transit systems such as trams.</p><p>Here is a map that such a system with air buses might be good for: A close quarters infantry battle set high in the upper floors of several towers on coruscant. Each tower could have a few flags, maybe one or two floors accessable, and a shuttle station with an automated airbus that would transport players between the towers (obviously there is no ground in reach). A team with contol of the shuttle station and the flags in one tower would control that tower easily. If the enemy got past the shuttle station and into the tower then there would be a battle between the flags inside for control of that building. This would allow the battle to rage across several buildings in coruscant while maintaining good scenery, because if players flew themselves, then they could go wherever they wanted, and to render enough buildings to make the city look realistic from any perspective would take too many system resources. but if the transports fly along set route there could be many buildings without rendered backs, in 2d, or set to a smaller scale to look far away and all still look realistic.</p>]]></description>
			<author><![CDATA[null@example.com (Mr. Wookiee)]]></author>
			<pubDate>Thu, 28 Jun 2007 19:47:36 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67339#p67339</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67336#p67336</link>
			<description><![CDATA[<p>In emergencies and war, civilians are evacuated.</p><p>Look at the most recent major wars. Were the civs in Saigon evacuated? How about in Baghdad? Or Paris during WW2. How about the Battle of Britain? Or Berlin? Or, as an even better example, the V2 attacks on Britain. Or right here in the United States. After the 9/11 attacks, did we evacuate NYC that same day? No we didn&#039;t, life continued as normal later that day. The same thing applys to all the citys above. Citys in the middle of war often are not evacuated because they can&#039;t evacuate because of enemy troops, or they are considered safe from the effects of war. Look at Coruscant in the Episode 3 novel. The whole time the space battle was going on above them, people were doing what they always do every single day, as if there was nothing special about that day. They paid little to no attention to the battle, even as thousands of lives were being lost. Did they attempt to evacuate&nbsp; the city when wreckage started falling or when the occasional turbolaser bolt would come down? No they didn&#039;t. Just because its and emergency or theres war does not mean you evacuate. Look at Cloud City during The Empire Strikes Back. Even though there was Imperial fleet above them and a small battle going on in the streets, did they evacuate? No, air traffic continued as normal. The same thing could happen to to any city. They either do not evacuate, can not evacuate, or simply are invaded to fast.</p>]]></description>
			<author><![CDATA[null@example.com (halo07guy)]]></author>
			<pubDate>Thu, 28 Jun 2007 19:38:29 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67336#p67336</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67334#p67334</link>
			<description><![CDATA[<p>I agree with keeper, but I could see automated mass transportation continuing in the midst of an attack, simply becuase their operators took off without shutting the automated stuff down.</p>]]></description>
			<author><![CDATA[null@example.com (TexAg02)]]></author>
			<pubDate>Thu, 28 Jun 2007 19:22:58 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67334#p67334</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67300#p67300</link>
			<description><![CDATA[<p>Sure, it can be done, but sorry, but I really, sincerely doubt that civilian traffic would keep on going in the face of war, especially in the way you describe it. The closest thing you&#039;d get is civilian transports being taken by the military and then flown by military pilots to where they&#039;re needed. Same with other civilian traffic. If your city was being invaded, would you really be out on the streets? Did people casually drive around Manhattan on 9/11? </p><p>With all due respect, I don&#039;t like the idea. In emergencies and war, civilians are evacuated.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Thu, 28 Jun 2007 11:34:44 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67300#p67300</guid>
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			<title><![CDATA[Re: AI noncombatant traffic]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=67270#p67270</link>
			<description><![CDATA[<p>the physics and collision detection for 1942 is much different than from 2142... i think it&#039;s possible but it won&#039;t be the same as the way old mods used to do it.</p>]]></description>
			<author><![CDATA[null@example.com (BalkanDain)]]></author>
			<pubDate>Thu, 28 Jun 2007 03:03:19 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=67270#p67270</guid>
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