Adjusting bot speeds...bots' sight attributes & shadows...
Could anyone here advise me where I can find the config for UT2004's bots? I badly want to play YARM on RedOrchestra's maps, but the bots' speed is just out of control.
I'd like to see if adjusting the bots' settings could slow them down...a LOT. I guess my concern would be focused on altering Epic's bots' or YARM's bots' settings. If I find a setting that seems reasonable I'm more than happy to share it here once I discover what it is.
Any advice as to what files I need to alter and which settings I'd need to adjust?
And Meow, to hear you say that you're seriously considering allowing the bots to use round penetration is a VERY exciting thing to hear. In INF it happened mostly by accident, but since I loaded up my sessions with 24+bots those accidents happened a lot and really kept me on my toes in regards to seeking out the best cover possible!
In regards to attaching all of the gizmos and doodads to the firearms... I honestly feel that most players would automatically be drawn to many of the contraptions that are so routine nowadays on modern firearms: the tactical grips, IR laser (if this was
functional as in INF or COD4, then "Wow!"), and flashlight. Those three gadgets make their appearances seemingly everywhere, and if they were modeled/coded into all of the firearms I don't think that there would be many who would complain about them automatically appearing on their weapon with no other option than to have them.
It seems to me that the ones of
special concern though, are the aiming aides (Aimpoint, Reflex, ACOG, Elcan, etc. ...) suppressors and grenade launchers. These come with very large price tags and a host of consequences. If I were forced to focus my time on any of the gadgets so that they are player-defined options, it would be on these three.
If you go down this road, I'd like you to seriously consider releasing the only other game out there that has believable and functional grenade launcher sites. INF is the first title to achieve this feat, and I've yet to see another game or mod come close to touching the system they devised.
There's
so much debate about suppressors that I hate to even bring it up now. I've done a lot of research on these things, and it seems like everyone's point of view regarding them is correct!

That said, I'd argue that firearms equipped with suppressors should use specialized subsonic ammo that has reduced range and velocity but is still quite lethal due to its weight and design. There should be a trade off for using weapons that makes it harder to be heard by players and bots, and the specialized subsonic rounds provide the negative consequences with the reduced ranges and velocities. Now I'm going to scoot off of this topic before anyone else notices...!
Whatever aiming aides you decide to grace us with, again, if it's at all possible, please try to duplicate the
full functionality that the real life aides provide, such as having a "backup" ironsight system integrated into the topmost portion of the aide. The recently released SCAR does a GREAT job of accomplishing this feat, amongst other weapon muts released for INF.
I came across an article while I was trying to find ways to reduce bot speeds, and this article briefly mentioned that UT2004's bots have vision capabilities that are NOT affected by the amount of light that surrounds their target. Is this true? If so, I'm wondering if there's any way that a mut made for UT called "Thief" could be integrated into your mod. The Thief mut caused individuals to become increasingly more invisible and harder to detect when they were engulfed in shadows. The darker the shadow, the more invisible they would become. BlackCat made this a prime feature of their amazing TC "Thievery," and the AI was affected by how much darkness the player was in. What I propose is this: if such a mod is doable for UT2004, the adjustments would NOT make the characters more/less INVISIBLE in the game based on how much shade they were in. This is so that human players can actually have a chance to see their target who may/may not be trying to conceal their position. But the invisibility would
only affect
bots. If a bot target was standing in shade, a human player would have difficulty seeing it but NOT because it was invisible, but because it was standing in SHADOW, but an enemy AI
WOULD be affected by the bot-only-invisibility so that it too would be challenged to find its target. A bot standing in moderate shadow would be moderately "translucent" to the eyes of another BOT. So, as strange as this sounds, the invisibility effect would only affect bots, but not affect the VISUALS being displayed in the game to human eyes. If a player wants to stay invisible to a human then they better be good at sneaking around.
Ugh! My brain HURTS from trying to think through the terminology in that last paragraph. I hope that I make sense to more than just me!
And, I don't want to sound like a
total newb by asking this, but where does the name "parkour" come from in regards to naming the super cool and agile pawn?