Re: AI noncombatant traffic

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.  One possible solution, assuming we'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 "traffic" would spawn at different points of the arc such that they would be taking different paths each spawn.  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't look completely scripted.

For a place like Mos Eisley or Mos Espa, you probably wouldn'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't take off straight up) or just plain wouldn't work (Mos Eisley and Mos Espa don't have many straight streets so traffic would run into buildings eventually).  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.

Just some ideas on implentation, I'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.  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.

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Re: AI noncombatant traffic

I have DC and I don't remember that map at all.Guess I'll have to check.

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?

Re: AI noncombatant traffic

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.  In combat it would be a rush for the elevator as you're chased by enemies like you're late for work.  You could place one right near a base and it would become an important place to guard.  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't blow up.

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.  I have something to add very interesting, but I think it may break the NDA. I'll ask a dev if I can share it with you.

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Re: AI noncombatant traffic

Aww, but I liked the jihad elevators.:lol:

19 (edited by Dnamro 2007-06-28 22:57:16)

Re: AI noncombatant traffic

Battlefield Bots want to do 2 main things: Fight and take control of strategic areas which are usually around flags.  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.   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.  If it can't get out of the vehicle, then its going to be deadlocked until something else changes in the game.     That's why it won't work to have bots as transporters on a circuit.   

Now, using bots as one way transporters can work, but its not perfect.  Even with landingcraft in BF42, bots will sometimes just sit in the pilot position without launching from the ship.  But it only works oneway.

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.

Plus, the bot transporter will be attacked by any enemy bot that comes in range.

Re: AI noncombatant traffic

I didn'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'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  straight line or a perfect circle. I'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.

Re: AI noncombatant traffic

OH MAN that Japanese mod for BF1942 was the weirdest/coolest thing ever!  You could throw sushi at people!

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