BlazingPhoenix
AAAAAAAAAAAAA
o_o, SRB2JTE is alive. :D
Jason the Echidna said:The player abilities are fully functioning despite the new character editing perameters available, though they no longer flash when super and I haven't gotten around to making Shadow's entire body golden rather then just his spike line thingys.
JTEBots are fixed as well, after several hours of work making them take up regular player slots rather then having their own array... Thus, they're currently on the scoreboard, keep people from joining if you add too many, and for some reason they always insist on respawning at the normal player spawnpoints despite spawning behind you normally when you first add them... Until I can get them to NOT use the normal spawnpoints in co-op, I won't try making them work well in other game modes, sorry.
Poopie. Ah, well, nothing wrong with playing old-fashioned Sonic and Tails.Jason the Echidna said:Bouncey, I'm completely rewriting them right now. From scratch. Everything has gone out the window. Bots truely are nothing more then normal players at the moment, they even screw up netstat because it thinks they're lagging players 'cause they're not sending anything over the network or something like that.
In co-op, bots will stupidly follow the player who added them, as usual. They will NOT gather rings, kill enemies, etc. on purpose and flyme is gone as well.
The second idea sounds like a good one, but I think I may have a better (if harder) alternative for the first. Why not make it so it tries to react to its environment? For instance, it'll first run in the direction of its start position, locate the goal post, and avoid linedefs, jump over small death pits, avoid large ones, and keep running approximately toward the goal post. If possible, maybe also make it so it records where it's going, and if it's been through that route a few times, it tries an alternative route. I'm unsure how all this would work, or, for that matter, how you can get it to sense different types of lindefs and sectors, but it's an idea.In time-only race, I have two ideas for what to do in my head.Either way, they will have trouble with FOFs and probably won't be much of a challenge. But I'll do my best.
- Bots will try to follow a path I'll lay out in the maps for them. If I do it this way, the paths will be stored in seperate, optional lumps and I will include those lumps for the normal SRB2 levels (and possibly Mystic Realm) in SRB2JTE. If those lumps do not exist, the bots will stupidly try to run directly to the exit signpost.
- Bots will try to get ahead of the player closest to the finish line, but wait for that player to show them the way as well. If I do it this way, they will keep a path of which sectors the player has been in since the map start and try to predict which sector they'll go in next.
Kind of what I mean, except it doesn't have to wander aimlessly on the first try.SRB2-Playah said:How about an active pathfinding thingy that records paths the bot takes as he explores new levels without a defined path? Then next time the level is loaded, it knows the best path to go.
Sounds good. Trying to get first place is one thing, but it's another to go against people who collect points, bots or not. =PIn Sonic 2 race, bots will run around attacking enemies and gathering rings, always going after the one that is closest to them that they can see. If they can't see anything around them, they will revert to whichever time-only race AI I make until they spot something.
This sounds great; might I recommend adding a difficulty setting? There are lots of skills I'm sure a bot can use for this, like sidestepping after tossing a ring (so as not to get hit by someone else's), thoking as an alternative dodge, finding a high place to snipe, etc. Meanwhile, what about the special rings? Bots should probably aim for those more than regular rings, but that's just IMO.In match, bots will run around gathering rings until they have over 20, only shooting at people if they get too close for comfort and have more then 1 ring. When they have gathered 20 or more rings, they will switch to total offense and run around trying to hit people. If they get hit, they will gather at least two rings, shoot the closest person (who will most likely be the one who shot them), then switch back to passive ring gathering mode.
How would you normally organize a team, anyway? One could get the enemy flag, a couple others could protect that person, a few could guard the home flag, and others could just beat the crap out of the other team. Here's how I would organize it:Not sure... I may leave team games out of the mix altogether. CTF seems to have 4 modes the bots can be in, so you'll have to somehow tell them which mode you want them to be in individually.
Listening or not, I'm still clicking the submit button. =PMind you, this is all what I will try to do. I have done nothing yet, this is merely what I am hoping to accomplish. Feel free to suggest alternate ways to go about competing in a certain mode or flame me for making them completely useless in co-op, I probably won't listen.
JJames19119 said:JTE, your penis size astounds me. Match bots, circuit bots, coop bots...you're fulfilling everyone's dreams right about now, even if they aren't executed perfectly. I give you serious props just for trying this.