AI support for ingame spawnpoint selection

AI support for ingame spawnpoint selection

Requests for features in the spring code.

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Ralith
Posts: 22
Joined: 06 Aug 2007, 04:43

AI support for ingame spawnpoint selection

Post by Ralith »

This doesn't have to be particulariliy advanced. Just choosing something near a metal patch within the host-defined spawn box would suffice. Me and my friends frequently play team vs. bots, and it's extremely aggrivating to have to restart the game constantly until random start positions get everybody in the same general area, while fixed positions are simply never correct.
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LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Host starts game with pick starts

game loads host does:

.cheat (starts cheat mode)
.team # (computer team)
(pick start)
(repeat .team with each player)
.team 0 (host player team)
.cheat (turn cheat mode off)
(click ready)
(play)

:wink:
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

This runs into player stupidity all the time Lathan. Between randoms, there needs to be a better method. Between amigos, it works fine.
Ralith
Posts: 22
Joined: 06 Aug 2007, 04:43

Post by Ralith »

LathanStanley wrote:Host starts game with pick starts

game loads host does:

.cheat (starts cheat mode)
.team # (computer team)
(pick start)
(repeat .team with each player)
.team 0 (host player team)
.cheat (turn cheat mode off)
(click ready)
(play)

:wink:
That'll be a great holdover for when I'm playing with trustworthy people, but obviously that's open to abuse in normal circumstances, so a proper solution is still needed.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

This is not somethign AI devs have just 'left out'

AI developers have no way of implementing this AI side as AIs arent even created till the game starts after the positions are all set.
Ralith
Posts: 22
Joined: 06 Aug 2007, 04:43

Post by Ralith »

AF wrote:This is not somethign AI devs have just 'left out'

AI developers have no way of implementing this AI side as AIs arent even created till the game starts after the positions are all set.
Which is why I posted this here, instead of another section more appropriate for AI development.
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

with this, in the next version, it will be possible to chose the AI's location directly in the singleplayer launcher/lobby client
Ralith
Posts: 22
Joined: 06 Aug 2007, 04:43

Post by Ralith »

That's great, but what about multiplayer, and what about allowing the AIs to choose their own locations?
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Post by Kloot »

Not a likely development (it would require engine changes
to pass AI's the starting rectangle, and to not launch the
game until all AI players had picked a position). There are
other problems with granting AI's that freedom as well,
multiple AI's on the same ally-team might all choose the
same location and/or get in each other's way a lot, etc.
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Post by BrainDamage »

Ralith wrote:what about multiplayer?
the feature will be usable in multiplayer when the lobby server will support it, then the lobby clients will be able to use it
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