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Hello everyone

Discussion in 'General Infiltration Discussion' started by delta33, Apr 4, 2006.

  1. delta33

    delta33 New Member

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    Hello, I've been playing Infiltration since around 2003. You may have seen me online going by the name of shaBAM! in the last year or so. It seemed that by the time I decided to begin playing online the game had just about died, but these forums apparently haven't. I kind of just watched the forums for quite some time and never bothered to register after buying Infiltration years ago. I'm not sure why I decided to post now.

    I absolutely love Infiltration, I've just got back into it recently. I usually stop playing for a few weeks, then I start up again, its been like that since I bought the game. Its also never been removed from my computer.

    I just had some questions about the bot AI.

    I'm guessing they are running on some sort of path nodes to defend and whatnot. I was just wondering if someone could edit some of the more popular maps with more advanced path nodes (if its at all possible) to make the experience of playing with bots a little more fun.

    On defense make path nodes were the bots actually move to and go prone or duck to defend the objective.

    On offense create path nodes were a bot runs to a position, ducks behind some sort of cover and waits there for about 30 seconds or so, then runs to the next object, and so on until he reaches the objective.

    This would definintely make me play much more. New weapons get me excited, but that dies off quickly. I want a real gameplay enhancement, and I feel like improving the bots are the perfect thing.

    I'm not sure if anyone is willing to do this, or if its even possible. It has just been something that I've been thinking about for quite awhile and I would like to know your guy's thoughts on the idea.
     
  2. UN17

    UN17 Taijutsu Specialist

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    Very possible. All you need is to open up the map editor and edit the pathnodes. Will take several hours per map and I doubt anyone has that time. Feel free to to it yourself to improve your own offline experience though!
     
  3. delta33

    delta33 New Member

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    If I had the slightest idea how I would be using my spare time to do it. I have no experience with mapping.

    Are there any detailed tutorials available for someone like me?
     
  4. UN17

    UN17 Taijutsu Specialist

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    Any beginner's guide to Unreal Mapping can help you. Unfotunately, you're 6 years too late. Most tutorial sites have already switched to UT2K4 and taken down their old tutorials. A bit of Google digging could help you though :)
     
  5. delta33

    delta33 New Member

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    I had a feeling you were going to say something like that. I never really took an interest in mapping until the new RO was released, I really wanted to improve the AI of the bots and I had some very basic knowledge of path nodes that the bots follow.

    I'll do some searching. Thanks for the suggestions so far by the way.
     
  6. Crowze

    Crowze Bird Brain

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    From what I understand, the bots diving prone is controlled by the bots themselves and is not dependant on the pathnodes at all. There is only a limited amount you can do with pathnodes.
     
  7. Keganator

    Keganator White as Snow Moderator

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    To extend what Crowze said a little, positioning and routes are covered by path nodes. Actions like "go prone" and "crouch here" are not: those are defined by the AI.
     
  8. - Lich -

    - Lich - New Member

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    Hum, I think I need to fire up my eitor, but I seem to remember settings for *go prone here*, I am just not sure if these settings work as intended. At least I can remeber bot always go prone on iron bridge of chasm, so I think this should be possible...
     
  9. Keganator

    Keganator White as Snow Moderator

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    I remember there were "sniper pathnodes" for the original UT, where bots were supposed to find 'good' camping points. Could it be those?
     
  10. geogob

    geogob Koohii o nomimasu ka?

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    I am no mapper by any mean... but codewise, I see a few interesting classes, namely INFc_AmbushSpot, wich has some interesting variables:

    INFc_AmbushSpot:
    - bGoDuck
    - bGoProne
    - MaxSnipingTime
     
  11. delta33

    delta33 New Member

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    Did anyone try any of these things out?

    I've been trying to teach myself in the editor but its all very confusing to me.
     
  12. zeep

    zeep :(

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    IIRC; Make a backup copy of a not too big map for testing. Open it in the editor. Click on that Pawn thing and in that explorer-like-view seek/select Pathnodes. You should be ready to add them anywhere (not too hard to do in the 3D display). After you've added a pathnode (look like apples) rightclick to edit it's properties. (You can also add a variable somewhere to make the bot want to go there more but i cant recall the name). After you've placed all nodes you have to rebuild the map so that all nodes connect with eachother. In the build menu there is an option to just rebuild nodes. Turn on View Paths in the 3D view.

    Okay, this is all from my memory because i haven't seen the inside of Unrealed in years so everything i said may be false.

    also read this: http://unreal.epicgames.com/UT_AI.htm

    Good luck. And let us know if you've made a map more AI challenging ;)
     
    Last edited: Apr 6, 2006
  13. BTH

    BTH Dickcheese Faggot

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    if you can code your own AI you could make some single player maps which would be more fun than playing botmatches. You could even make a campaign out of already existing maps ;)
     
  14. - Lich -

    - Lich - New Member

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    On DM-INF-Chasm on the iron bridge is an actor called Infc_Spot, in the properties under inf bot movement you can make the bot go crouched/ prone.
     
  15. jayhova

    jayhova Don't hate me because I'm pretty

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    Why is it the bots don't actually do anything while prone like fire? It's nice to see the bots go prone but they don't hold still and fire. Of course Bot AI leaves a lot to be desired. if bots would cover areas and assume the best posture to do that, that would be great. It would be great if they would seek cover before changing ammo or even take a more defensive posture.
     

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