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Do you think it's a good idea to add COOP funtionallity to 25Assist?

Yes
No

Author Topic: Coop Mod in 25Assist?  (Read 6006 times)

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Offline krIz+

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Re: Coop Mod in 25Assist?
« Reply #30 on: Monday, August 12, 2013, 11:04:32 AM »
statistically, no, it doesnt worth it as i mentioned in the previous post, i never seen ai so dumb and unfinished like in aa, its like out of 10k people that played aa daily, 5% to 10% played ai maps, you do the math
« Last Edit: Monday, August 12, 2013, 11:06:42 AM by krIz+ »

JonnyM

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Re: Coop Mod in 25Assist?
« Reply #31 on: Monday, August 12, 2013, 11:08:37 AM »
But wouldn't it be great if we could have 12 AI players all on defence on Insurgent camp, a couple of guys could go in there on assault and rape them.

Offline Froster

Re: Coop Mod in 25Assist?
« Reply #32 on: Monday, August 12, 2013, 11:12:40 AM »
But wouldn't it be great if we could have 12 AI players all on defence on Insurgent camp, a couple of guys could go in there on assault and rape them.

Exactly.. and i think it's just fun playing this , at least something new and different there will be more stuff to do.

Offline krIz+

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Re: Coop Mod in 25Assist?
« Reply #33 on: Monday, August 12, 2013, 11:16:45 AM »
jonny did you ever played ai maps? its like killing puppets, no fun imho, it will be dead after few days, and i hope its gonna be untracked.

Offline Koden

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Re: Coop Mod in 25Assist?
« Reply #34 on: Monday, August 12, 2013, 11:16:57 AM »
And if it's possible to implement on all maps, that makes it much more desirable imo.

On all the maps...? We'll need to take care of the path, patrolling nodes, firing nodes, covering points, etc.

jonny did you ever played ai maps? its like killing puppets, no fun imho, it will be dead after few days, and i hope its gonna be untracked.

Personally i don't care about honor and score, as long as there's someone to play with i would play cooperative.
« Last Edit: Monday, August 12, 2013, 11:19:12 AM by Koden »

Offline krIz+

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Re: Coop Mod in 25Assist?
« Reply #35 on: Monday, August 12, 2013, 11:21:56 AM »
did you koden played ai maps before? :)

Offline Spanky

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Re: Coop Mod in 25Assist?
« Reply #36 on: Monday, August 12, 2013, 11:23:37 AM »
On all the maps...? We'll need to take care of the path, patrolling nodes, firing nodes, covering points, etc.

Which is something I've never done but I'm somewhat hoping that maybe if we add everything that we can copy it into notepad and see if Possessed or ELiZ can turn it into a mod that can be turned on/off.

I know that back in the day, Crusade would add bots onto maps via coordinates. They had no paths but they worked. I believe this had something significant to do with it:
Code: [Select]
if(Level.Game.IsInState('MatchInProgress'))
{
  foreach DynamicActors(Class'PlayerController',PC)
{
if(PC.Pawn != none)
{
if(PC.PlayerReplicationInfo.Team.TeamIndex == 1)
{
balivea = true;
}
else if(PC.PlayerReplicationInfo.Team.TeamIndex == 0)
{
baliveb = true;
}
}
}

if(balivea == false || baliveb == false)
{
  Level.Game.EndGame(pc.PlayerReplicationInfo,"CheatEndGame");
}
}

For those on Dropbox: AA Dev Folder\Misc Mods\uscript bots
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Offline Koden

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Re: Coop Mod in 25Assist?
« Reply #37 on: Monday, August 12, 2013, 11:27:57 AM »
did you koden played ai maps before? :)

I played cooperative for a couple years before America's Army went down, both official and custom maps. At the moment i play a lot on Killing Floor, which is a cooperative survival, wave based game (it is insanely challenging on Suicidial and Hell on Earth levels). So it's not like "bots are stupid" simply their behavior is as refined as it was designed to be, if you don't write how a bot will behave he will do next to nothing (like the bots from 2.4.1).

Quote
I know that back in the day, Crusade would add bots onto maps via coordinates. They had no paths but they worked. I believe this had something significant to do with it:

Hmm maybe they might move a little, it's probably designed into their behavior, not sure of the "default" level of awareness and use of the nearby background by the AI.
« Last Edit: Monday, August 12, 2013, 11:37:02 AM by Koden »

Offline shadi123

Re: Coop Mod in 25Assist?
« Reply #38 on: Tuesday, August 13, 2013, 11:02:00 AM »
SPANKY and eliz and jonnym what happen
here i see the votes yes more than the votes no so when u guys going to put this mod in the assist

Offline krIz+

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Re: Coop Mod in 25Assist?
« Reply #39 on: Tuesday, August 13, 2013, 11:21:05 AM »
well good luck on killing idles, hope it gonna bring some fun to someone.

Offline Froster

Re: Coop Mod in 25Assist?
« Reply #40 on: Tuesday, August 13, 2013, 11:45:02 AM »
SPANKY and eliz and jonnym what happen
here i see the votes yes more than the votes no so when u guys going to put this mod in the assist

it's not easy dude..im not even sure if they decided yet.
and it might take some time for coding.

Offline Saltuarius

Re: Coop Mod in 25Assist?
« Reply #41 on: Tuesday, August 13, 2013, 12:14:59 PM »
there are not even enough players to play the normal maps. i think its not good for the game, for me it goes together with the mod question, nothing about the original sense of this game...

Offline Spanky

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Re: Coop Mod in 25Assist?
« Reply #42 on: Tuesday, August 13, 2013, 13:56:56 PM »
SPANKY and eliz and jonnym what happen
here i see the votes yes more than the votes no so when u guys going to put this mod in the assist

Me & Jonny don't really know enough to do anything. ELiZ is the code master and he's busy with other projects & life. Give it some time, he will explore the possibility and once implemented, it will take a while to add it to maps. I'll bet that you won't see it in the next 2 weeks.
It's like shaving your pubes to make your junk look bigger.
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Offline shadi123

Re: Coop Mod in 25Assist?
« Reply #43 on: Tuesday, August 13, 2013, 20:26:44 PM »
ok no big deal  i will wait for 1 years for it !!! hooah solider

Offline Froster

Re: Coop Mod in 25Assist?
« Reply #44 on: Saturday, August 24, 2013, 12:56:47 PM »
is this even going to be worked on soon or not anymore ?

 

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