need AI person and Mapper -1 reply

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mydjinny

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#1 11 years ago

Hello all i'm looking for anyone with AI-modding skills and a mapper. I'm helping Spike1942 on the Single player campaign mod and I wnat to beef the AI up some and add Ai to a few good map additions as well as add a lil something to some maps already in. Unfortunately, the Ai guy and mapper I found have kinda gone AWOL on me any help?




mydjinny

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#2 11 years ago

Any one who can map, who could help out...Anyone who can pathmap and add AI...or at elast improve some? I really need helpers here....




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#3 11 years ago

You can use Bf1942.exe to generate pathmaps, no special skills required. Details click here.




Natty Wallo

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#4 11 years ago

lol.... some people would just explode reading that..

no, making AI for bf1942 takes a lot, and I mean alot... you need to generate pathmaps sure, but then you must tweak those pathmaps, write strategy, tweak those strategies, make sure all objects have AI files, tweak, test, change, etc etc ... making a good AI takes as long as making a map, if you plan to have any fun playing against those bots. I wouldnt let a mapper do the AI, it takes a different kind of player to do a good AI, a singleplayer-playing person, who looks at the map from singleplayers perspective, an AI coder, not a mapper, that means altering staticobjects and weapons as well, making different version of the map in coop mode. There are only a handful of these guys in the bf1942 community, who understands what a good singleplayer map must be like, keyword here: single, you play alone, everything else needs to be planned by the AI-guy, this is where mappers fail, they always look at the map thinking humans will go there... this is why I dont touch AI, I know my vision of the map would be bad for the singleplayer experience...




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#5 11 years ago

Or you could make it simple and copy the AI strategies from an existing Bf1942 map (one that's similar to your map) and re-do the strategic areas...

I've done AI coding for years, both for maps and mods. I've used BF Botinator for years. Sometimes it gives good AI straight out of the box (if you've played WDW Seychelles Coup in Who Dares Wins mod you will see an example of this). Oftentimes it requires many tweaks. Sometimes, like in some of my recent maps, the AI will forever be crap because BF ship AI is crap (bots use them like floating arty) and would require major work in AI.rfa for it to be anything close to good. However, I believe the basic AI engine is sound enough to support this recoding should it ever be attempted in the future.

The most important thing to remember about AI is this: Keep it simple. BF doesn't like complicated AI code. If your AI works fine with 4 strategic areas, don't make 8. If your AI works with 2 strategies, don't make 4. More strategies=more choices=more time for the game to spend figuring out what to do and less time to spend actually doing it.




mydjinny

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#6 11 years ago

I can't do AI nor can I map. I'm LOOKING for people who can to add AI or improve AI in certain maps before they are added to the mod. And also for mappers. I want a mapper who can work with us also. Small things like pathways, removing obstacles for bots, adding effects such as fog, snow etc... We can go all out with the improvements cuz there is less concern for lag - It's a Campaign mod. Anyone out there who can help the mod? You needn't be permanently a part...Just helping [WDW]megaraptor, you did AI, right? any chance I could recruit you to help us out?




Natty Wallo

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#7 11 years ago

We are also looking for people who want to add AI to our 30 maps, but I assure you it will be hard finding them, on 512kb heightmaps with 10.000-30.000 statics I guess it jus takes too long to tweak the pathmaps.

Megaraptor, I believe you're right in what you say, some maps is just by design easier and some are more or less impossible to get good AI to, so the first job would be to pick which maps to do it for.

A question; do you have to tweak the pathmaps so all trees are marked on the pathmaps? or do bots "slide" off a tree if they run into it? I mean chances that he comes exactly straight on the tree (getting stuck) is quite small.. I wonder this since we have plenty of jungle maps, would we get bots stuck everywhere on trees, or is it only statics like boxes, houses etc that needs mapping around them so the bots dont get stuck?




mydjinny

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#8 11 years ago

Oh, BTW, Natty. Did you guys improve the Juno Map? I tested it the last time you gave me the link. Just didn't comment. But basically it runs well, although bots are passive mostly. Also without heavy guns it does feel a bit less DDayish inspite of having one of the most detailed beaches. Also, bots simply stop at either side of the bridge leading to the 3rd and 4th base and slug it out across it. No bot even mounts the Paks from the games I played. so its basically light infantry action and good support from the Sherman up to the bridge. Then the sandbags on the bridge seem to get trucks stuck in wierd angles...Right for the PZIV to blow them up.... And the debris causes more commotion Do you have an updated Juno map - Or any other map with SP? BTW, I do have specific tasks for the AI person and mapper. Stuff like adding Soleschnogorks fog effect to the Bulge maps, maknig bots recognize the beach-road map and japanese use planes in guadalcanal etc... You really paint a bleak picture of me finding anyone whatsoever...




Natty Wallo

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#9 11 years ago

MyDjinny:

I will look if there is an update on Juno Beach, the thing is that the #1 AI guy for bf1942; Cajunwolf, has stopped mapping for a while, his input into the singleplayer aspect of bf1942 is by far the most highly credited and truly it is sad that he has left, although he has managed to build quite a strong community on the BFSP site, and my hopes are that some of the other guys will pick up where he left. Juno Beach will be in our MOD when we release it publicly, if anyone picks up where Cajunwolf left off, then Ill be happy, as you say, now the AI is working, but needs that tweaking it requires to be a fun map to play. -those sandbags on the bridge will be removed in the coop mode, they are vital for the multiplayer mode though, luckily the two modes can have different statics. We will try and form an AI team for our mod, but as I know how time consuming it will be for anyone to make the AI good on our complex maps, I wouldnt expect it to be finished anytime soon... perhaps you could act as a tester for the AI, you know what to look for.. when I test AI I see only the simple stuff (bots getting stuck, or bots not using weapons) I fail to see the small details in the bots behaviour, simply because I look at the map with Conquest-mode in mind....




mydjinny

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#10 11 years ago

thanks man... Pitty, but - Thanks. I'll stay on stand-by for any maps you want tested. Just PM me a heads-up...




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