Looking for Developer(s) for Bot and Map project

edited February 2009 in Mods and Customization
I have a project in which I am looking for one or more scriptors and map makers.

I am looking for bots that specifically fly all kinds of vehicles, and can generate their own (or not use) a Navigational graph. They will need to be intelligent enough to sort through a list of vehicles and pick one to fly randomly, and operate under whichever location they choose (ex. hop in bomber seat, bot becomes a bomber).

On the map side, I am looking for maps that feature several (at least 2) vehicle pads per team, distance of 1.5km - 6km between bases, optionally with objectives. Maps can be CTF, CnC, TDM, or Siege, and players must spawn in/on the bases and be able to get to the vehicle pads easily from their spawning location. Maps must be completely serverside.

You will retain full rights and credits to your creations. This project will be for a mod, not for base. Contact me if interested by either posting here or via PM.

Comments

  • How big are maps again?

    And lagg's ai already does most of what you want them to do.
  • Maps with 6km between bases will need a hack to get around the game's built-in restrictions. I'm not sure if bots are even possible on maps that big.
  • Maps with 6km between bases will need a hack to get around the game's built-in restrictions. I'm not sure if bots are even possible on maps that big.

    I think he means new bots that don't follow the restricting map navigational graphs, and have dynamic pathfinding.

    I can't wait for your mod, Keen. :)
  • Hmm. Dynamic pathfinding huh? I just read a pdf on that. If anyone wants some ai pdfs post an email addy and I will pass them on. This is general pathfinding with varous algos rather than straight torque ai stuff.
  • Just find some bored undergraduate CS student to implement A* on a dynamically generated octree.
  • I might just have to. Also Lagg-Alot's bots don't seem to like to work when removed from their map scripting (I UE'd several times trying to implement them).

    And this is, as I said, for a mod; specifically, TSW. The bots would allow for target practice on small servers, supplement team battles in larger servers, and overall pose a new challenge. The large distances between bases are obvious in this case, lots of midfield fighting. And 6km distances between bases is not impossible, GTW has 10k by 10k maps, Battlefield Etiquitte has 4km between bases, and I'm sure there are other examples.
  • Laggs ai is in the community patch, so works on every map that supports ai if you run community patch goodness.
  • Community Patch? I haven't noticed my bots any smarter, infact if anything they're quite the opposite O.o...
  • The Community Patch was something released a while ago.
    Effectively a new scripts.vl2 with some UE fixes and the likes...
  • Keen,

    Remember that GTW maps aren't server side. Clients have to have the terrain file. Your desire for server side maps at 6km size is a bit more difficult if you cannot generate a terrain for it. Either that, you'll have a lot of repeating hills in your terrain which makes for a dull map.

    GokouZWAR
  • Keen,

    Remember that GTW maps aren't server side. Clients have to have the terrain file. Your desire for server side maps at 6km size is a bit more difficult if you cannot generate a terrain for it. Either that, you'll have a lot of repeating hills in your terrain which makes for a dull map.

    GokouZWAR

    This fact is not as important in a primarily air-based vehicle mod. Plus, who's to say that normal maps with scaled-up tile sizes like your GTW maps won't be cool either? I think having large server-side maps will work just fine.
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