Random Enemies in Multiplayer

Random Enemies in Multiplayer

Here is where ideas can be collected for the skirmish AI in development

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CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Random Enemies in Multiplayer

Post by CaptainMaim »

I just thought I'd ask if anyone could:

A) instruct me as to how I might be able to get the Lobby Client to recognize the Random Enemies dll as an insertable bot for multiplyer? (So I can play a coop game with my friend, [see how long we can weather the Krogoths?])

B) Maybe someone can slap together something else along those lines. Make a version of that dll for the TASclient multiplayer.


In general, I presume that if the players used choose start locations that they could spawn next to eachother in a safe place away from the AI starting spots. Also using the TASclient it's probably possible to spawn in as many random enemy AI's as desired for added difficulty/amusement.

Anyway I just thought I'd suggest it as a potentially viable appitizer, to preceed a more stable global AI.

Also anyone else having problems with the random enemies AI crashing shortly after entering the Krogoth stage? (And lastly does that AI ever finish? I mean I recall a previous version where I actually was told I'd won the game.... Usually it just crashes or I'm run over before I get to that point.)
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

There is no dll, it just spawns units and tells them to goto you. There is a way to do it in multiplayer but would require an ugly hack to do it. It never ends, but if you happen to kill all on the map, then it would say you won...but then more would come.
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jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Plus there is no way to build one for multiplayer, because you can only use the cheating interface (for spawning units) in single player. Using it in multiplayer will result in sync problems because the host has these new spawned units and the client will not.
CaptainMaim
Posts: 265
Joined: 04 Sep 2005, 01:25

Post by CaptainMaim »

I noticed after I wrote that there was no dll, I thought I'd just overlooked it...

Cheating interface eh? Hmm... Desyncs eh? Hmmm.... Well that explains why the game always eventually desynced with I tried a multiplayer game without using the TASclient... Even if one person was "in control" of the spawned units... And was running them around... But yeah.. That explains the eventual desyncs.

Oh well thanks for the explainations.
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