Re: death star map
Here how AI works
CO-OP:
EA did not include CO-OP in the game, although it can however be payed through a glitch by creating a single player game then having the clients connect to it's IP.
BOTS:
Bots play like regular soldiers except the are PC controlled. They have programmed reactions to situations like the ability to choose the appropriate weapon or take cover. In the editor you can set up strategies for them where to walk and when to walk there. (eg. You can give them the instruction to only use turrets). Most importantly they count as real human players and there for take up human spots on a server (max of 64 players). If a human player joins the server a bot is automatically kicked to make room. This means that if you had the bots controlling the turrets every time someone joind the impirial team a bot would be kicked from the game emptying the turret.
Auto turrets:
The code i found is to essentially create ambient effects that do damage, it basically works by detecting if a player is inside the objects radius if so the gun turns and shoots. THS IS NOT AI, it is a small amount of code that achieves a turret that can turn and shoot. (In its current form the code for the turrret hits every time, so the code may need to be amended.)
The problem with the death star map is that all of the rebel players (I assume) will start in aircraft, this means 32 max Rebel aircraft will be attacking the death star. If every imperial player flew a TIE the map would be unbalanced because 32 X-wings are better than 32 TIEs. But if there were Turrets on the ground that shot any rebel who got to close, the battle would be evened up. Another thing that may be neede to keep the battle even is to, give the rebels 16 X-Wings and 8 two seater Y-wings, this means every rebel would still be in aircraft but the Imperials would have the ships to out number the 32 - 24.
Signing off








