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Author Topic: Porting AI to 2.5 (Lost topic mergendice)  (Read 10612 times)

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Offline Spanky

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #30 on: Saturday, August 23, 2014, 21:58:47 PM »
If it's a problem with the map then we can add another door or something into the building, perhaps the garage. But really, there's 5 entrances on Pipeline. 13 people on a team can't get through 5 entrances? That's not even 3 per door.
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Offline teddy_grizzly_bear

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #31 on: Sunday, August 24, 2014, 00:44:30 AM »
i would do the opposite. make playerslots smaller, more crowded servers, maybe more maps are played.
as someone stated already, pipeline is unplayable with 26 slots. ass team has no chance to get in the building and gets rushed all the time, then players leave the server.
most of the maps are not construed for more than 20 slots. even hospital is no fun with all these 203's flying around...
smaller servers would even help new players to get in the game, etc etc
I've seen Assault demolish Defense on Pipeline on a full server.

It all depends on the teams, really.
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Offline Bart!

Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #32 on: Sunday, August 24, 2014, 01:36:14 AM »
i would do the opposite. make playerslots smaller, more crowded servers, maybe more maps are played.
as someone stated already, pipeline is unplayable with 26 slots. ass team has no chance to get in the building and gets rushed all the time, then players leave the server.
most of the maps are not construed for more than 20 slots. even hospital is no fun with all these 203's flying around...
smaller servers would even help new players to get in the game, etc etc
i tend to agree with this personally. It's good reasoning. I don't know how acceptable it will be to do such a thing though

Offline Ares

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #33 on: Sunday, August 24, 2014, 05:04:04 AM »
i would do the opposite. make playerslots smaller, more crowded servers, maybe more maps are played.
as someone stated already, pipeline is unplayable with 26 slots. ass team has no chance to get in the building and gets rushed all the time, then players leave the server.
most of the maps are not construed for more than 20 slots. even hospital is no fun with all these 203's flying around...
smaller servers would even help new players to get in the game, etc etc
Not true at all. Pipeline is the easiest map to play assault on, it's just that people are retarded. You need 2 things. Pressure on Main entrance, and cover north side entrance and north outside. I could take main and breach it with 3 people. Once inside main entrance you can sit whereever you want, I'll still breach it.

Offline Vanoke

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #34 on: Sunday, August 24, 2014, 06:24:20 AM »
Maap pipeline has already more doors to go in and this map is more beatifull than that normal pipel.  And about to make more slots if people are aganst ore for it . Meaby you can ask the clans that play ther map. For me i wood be happy whit more slots border can have it.  82 clan ask for pipel. Extraction ask merlin  Ht / Igc for hospital.    For the rest it depence hou big the map is ore playabilety

Adder point is you can self set the slots back to 26 ore 32 ore 36 ore 2 ! if you are server host
« Last Edit: Sunday, August 24, 2014, 09:17:55 AM by Vanoke »

Offline Mr_Gunman-GB

Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #35 on: Monday, August 25, 2014, 20:02:00 PM »
At this time I will not do any work on adding AI to 25Assist


Personally, I'd make it a high priority.  I've played allot less since the army shut down the auth servers, not because of assist, but because of no Co-op maps. I enjoyed Snakeplain, Interdiction, ES2 Border, because of the strategy the AI provide - Yes, they can be push overs, sometimes they're real good too! Just would like it 'like' 2.8.5 used to be. I'm sure some here would agree.

Regards,

Gunni

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #36 on: Monday, August 25, 2014, 20:17:13 PM »
Gunman, I agree that the idea would be nice. The AI could even be tweaked for more realism and add a bunch more of them too. Porting aside, adding and editing AI in the editor is a pain in the ass, especially if you want to make it realistic. You have to lay down paths and other items that dictate how they behave. It was a good effort by the devs but too little, too late on an engine that's too old.
It's like shaving your pubes to make your junk look bigger.
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Offline Vanoke

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #37 on: Tuesday, August 26, 2014, 05:30:41 AM »
Is ther no list from all the people that did make all those coops from AAOTTS ,to ask if they are intrested to help assist . :idea:

its hard to find a link to those guys ! ore i don`t know the right way to look.
I got one her,
http://forum.americasarmy.com/viewtopic.php?f=35&t=2077

[email protected]
[email protected]

p.s its not to me that must make the contact becose to less knowledge of subject.
« Last Edit: Tuesday, August 26, 2014, 06:46:44 AM by Vanoke »

Offline Petrol

Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #38 on: Tuesday, August 26, 2014, 07:00:55 AM »
Ask one more time for game sources.

Offline teddy_grizzly_bear

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #39 on: Tuesday, August 26, 2014, 09:11:46 AM »
Is ther no list from all the people that did make all those coops from AAOTTS ,to ask if they are intrested to help assist . :idea:

its hard to find a link to those guys ! ore i don`t know the right way to look.
I got one her,
http://forum.americasarmy.com/viewtopic.php?f=35&t=2077

[email protected]
[email protected]

p.s its not to me that must make the contact becose to less knowledge of subject.
What you don't seem to understand is the fact that the problem right now is the game itself and not the maps. You can port as many coop missions as you wish, but this version of AA doesn't support AI like 2.7+ did.

Adding a functional AI to this version, while possible, would be difficult since we don't have the game source.
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"Mathematics may be defined as the subject in which we never know what we are talking about, nor whether what we are saying is true." Bertrand Russell

Offline Vanoke

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #40 on: Tuesday, August 26, 2014, 12:10:58 PM »
Oke i do understand i stop whit this looking for possebility's

Offline Spanky

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #41 on: Tuesday, August 26, 2014, 13:21:32 PM »
Ask one more time for game sources.

I sent 3-4 messages after they stopped replying. It's pretty clear that they don't want to do anything.
It's like shaving your pubes to make your junk look bigger.
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Offline [SWISS]Merlin

Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #42 on: Tuesday, August 26, 2014, 16:08:55 PM »
but thanks to all for the try

Offline NoBigDeal

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #43 on: Tuesday, August 26, 2014, 18:46:59 PM »
... Porting aside, adding and editing AI in the editor is a pain in the ass, especially if you want to make it realistic. You have to lay down paths and other items that dictate how they behave. It was a good effort by the devs but too little, too late on an engine that's too old.
It's not about the navigation or engine that's too old - it's about the AA AI code ...
What if you could change the world by changing your perspective of it?
Would you?

Offline Spanky

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Re: Porting AI to 2.5 (Lost topic mergendice)
« Reply #44 on: Tuesday, August 26, 2014, 18:56:40 PM »
You can't deny that the engine is old. It's limited. Adding AI code puts extra stress on an engine that's already stressed.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

 

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