Re: death star map

I believe the code i posted contains the triagnometry to point at the ship anywhere with in the radius of the turret, but i was to lazy to read through it properly.

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Re: death star map

Hungry_Jedi wrote:

just wondering about lag though, would it cause alot of lag having a bunch of auto turrets firing at everyone, i would think that would be alot of stuff for video cards and such to handle. i have no clue if it would thats y im asking u guys tongue

u can always play on lower settings smile

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Re: death star map

Actualy no, I think that has more to deal with the net codding and how it handles the players, along with the server's connection.

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Re: death star map

yeah, alot of traffic on the net to handle everything in sync

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Re: death star map

I got no clue how AI,  works in battlefield...  but from some small experience with other engines,  it's all  "Smoke and Mirrors" tricks..

So instead of programming the AI, and trying to find a way to make it compatible with multiplayer. Why not simply call it like a normal script through the  template (if that is possible.... no clue about the bf engine).

Or, why simply,  make it  locate the "item" it entered it's radious.  See if it's "good" or "evil"  (through a true or false,  variable maybe ? Still no clue if that is possible within bf2,  but it would be a surprise if it's not).  And then just "fire" at the item which entered it's radious... 

or something like that... 

I wish something like that would be implemented smile

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Re: death star map

1st welcome to the forums. 2nd, I don't think the multiplayer of bf2 is AI compatible at all (though don't take my word for it), and 3rd...no dreams? Poor soul... tongue

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Re: death star map

Arch Angel you do realise he's a Dev? AI is only included as bots in single player (a single player game can be joined by connecting to IP) Basically what you idea was dreamless was exactley what the codei showed was ment to do.

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