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E_Darkness   Posted 3rd Jan 2006 1:10am
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Post 134 / 338

AI only truely works in Single player. In multi player only the server can see the entities. The entities can be killed by and attack non server players but they can not be seen by non server.

you can do some cool tricks to make a Co-opp: with turret entity put it in a location in a multi map then put some kind of brush that looks like it is a turret make a simulated flash from the dummy turret. then when multi players shoot at it they will kill the real thing and be killed by it. It can be tricky but with some time and more thought you can get it to work.
(-ULTOR CORPS-) ||||| Join a Rail Clan - (E) Elements We do reg too    Modified Jan 3rd, 01:11am by E_Darkness
goober   Posted 3rd Jan 2006 2:13am
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i acually think this could be possible... it would be impossible to make the turret follow the player around (i meen the brush turret)
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Predalienator_   Posted 3rd Jan 2006 2:23am
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Post 751 / 1532

Quoting E_Darkness
AI only truely works in Single player. In multi player only the server can see the entities. The entities can be killed by and attack non server players but they can not be seen by non server.

you can do some cool tricks to make a Co-opp: with turret entity put it in a location in a multi map then put some kind of brush that looks like it is a turret make a simulated flash from the dummy turret. then when multi players shoot at it they will kill the real thing and be killed by it. It can be tricky but with some time and more thought you can get it to work.


Introduction to AI in multi:

AI does work in Multi although several coding have been disabled.AI can use health and enviro suits in multi but they cant pick up ammo and they will eventually run out of bullets.Any entity will have its default attack replaced by the 12 mm pistol except the Rock Snake and turret.If you put a nav point and the nav point goes through the map then the AI can do the same and they will look as if their using the fly thru walls mod If you want the entities to have infinite ammo you have to mod the server like in Wierd server where everyone staarts with a SMG with unlimited ammo.If you make a server like that then the AI will have SMG,s with infinite ammo too.



But you can put turrets in CTF however they wont follow the player and they will attack if shot not if your in front of them.
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sobe    Posted 3rd Jan 2006 2:30am
Post 1122 / 3194
Actually, a few of us a while back(about a year ago) were working on a co-op multiplayer mod. It was the level that was mainly co-op.

Take for example, there is a giant gap that you can't jump across, and there is a plank extending about a little more than halfway to the other side, you can run across it and the board will slip and fall due to weight. So you try it again except have your friend stand on the edge of the board while you run across and are able to jump the gap.

We never really go too into it I suppose. And it kind of faded away. Also, a shop mod was something else we tested, getting credits to buy weapons, etc..

I still have the level.
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    
goober   Posted 3rd Jan 2006 2:35am
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sobe, any chance you can send me that level? and this acually sounds like a good ide'r, maby if we can get enough people interested...
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Ninja~   Posted 3rd Jan 2006 7:59am
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Quoting E_Darkness
AI only truely works in Single player. In multi player only the server can see the entities.


Using the spawn object event works for all clients in the server.. although it still has its limits, I have successfully managed flying bats,.
   
Beatonator    Posted 3rd Jan 2006 11:25am
Post 1051 / 3716
Yep, Kiliad was the first to use this technique, I have managed to spawn stuff after learning from him, and we tried for a long time to make them intelligent, however I ahve suddenly had a Very interesting idea. hmmm this should work a treat.

What if you put Trigger regions around every weapon pickup, then only allow AI to trigger the event, and it auto gives him ammo for that weapon? and every say 2 minutes give him a "Go_To" event, or "Go_To_Player" etc... that way you can sortof simulate a real Bot!
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Predalienator_   Posted 3rd Jan 2006 11:39am
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Quoting Beatonator
Yep, Kiliad was the first to use this technique, I have managed to spawn stuff after learning from him, and we tried for a long time to make them intelligent, however I ahve suddenly had a Very interesting idea. hmmm this should work a treat.

What if you put Trigger regions around every weapon pickup, then only allow AI to trigger the event, and it auto gives him ammo for that weapon? and every say 2 minutes give him a "Go_To" event, or "Go_To_Player" etc... that way you can sortof simulate a real Bot!

Yeah!And lets make a map for it and a server to test it!
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goober   Posted 3rd Jan 2006 1:30pm
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Post 1519 / 265

acually, Ninjas way to do them is probably the best and easyest way, i wont tell how untill he released Darkrun 2 though. id like to have him release it first
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Ninja~   Posted 3rd Jan 2006 1:35pm
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Quoting Beatonator

What if you put Trigger regions around every weapon pickup, then only allow AI to trigger the event, and it auto gives him ammo for that weapon? and every say 2 minutes give him a "Go_To" event, or "Go_To_Player" etc... that way you can sortof simulate a real Bot!


A spawn object is not real AI, therfore cant make use of the Go_To events.. however you can use invisible face brush movers underneath the spawned entity.. I also managed to do this in MP and change the merks idle animation so he would actually run.. which was used for a simple cutscene.
   
sobe    Posted 4th Jan 2006 1:36am
Post 1125 / 3194
I will send it to you Goober when I am on my other pc, it is not on this one.
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    
Predalienator_   Posted 4th Jan 2006 1:59am
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Post 758 / 1532

Quoting Ninja~
Quoting Beatonator

What if you put Trigger regions around every weapon pickup, then only allow AI to trigger the event, and it auto gives him ammo for that weapon? and every say 2 minutes give him a "Go_To" event, or "Go_To_Player" etc... that way you can sortof simulate a real Bot!


A spawn object is not real AI, therfore cant make use of the Go_To events.. however you can use invisible face brush movers underneath the spawned entity.. I also managed to do this in MP and change the merks idle animation so he would actually run.. which was used for a simple cutscene.

Can you teach me that and maybe put it on REDTECH?

Why not someone or we make some multimaps with bots in it and make a test server and see what the bots do?
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sobe    Posted 4th Jan 2006 2:46am
Post 1126 / 3194
Yes, but wouldn't it be a bit cool to try to work as a team online to try to get to the end of a map?!

Anyway, as far as I know, bots, vehicles, etc. can spawn, but cannot be driven, and are just stupid AI wise.. Or utterly no AI at all.
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    
Vidi44   Posted 4th Jan 2006 9:45pm
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Post 516 / 668

Actually, Pred, I just found out (messing around for a while a few days ago, didn't get on to post it (had flu, better now for those who bothered asking); that if you put at least one spawn point (like you would for normal MP play) and flag it for "bot", the AI won't walk through walls.

I have yet to test further with AI in MP, but it does prove truely intriguing.
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Predalienator_   Posted 5th Jan 2006 12:14am
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Post 759 / 1532

Quoting Vidi44
Actually, Pred, I just found out (messing around for a while a few days ago, didn't get on to post it (had flu, better now for those who bothered asking); that if you put at least one spawn point (like you would for normal MP play) and flag it for "bot", the AI won't walk through walls.

I have yet to test further with AI in MP, but it does prove truely intriguing.

Ah good,very good [Sly smirk on face]
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sobe    Posted 5th Jan 2006 12:27am
Post 1130 / 3194
I can only find the shop mod on this pc <_< It was called the adventure mod, I will check my RF mods backup disk I made a while back.
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    
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