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joltan

Gamevoice & ai

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Ok, maybe not the radiomessages, but what if I'm ussing "direct speaking"? will this reveal my position to nearby ai units? I mean, the ai recognizes shots within a certain distance, so why not voices?

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Afaik it isn't possible to figure out, who is talking

over the net, so i think, also AI doesn't own this

ability. If you could be detected by voice over net,

there would have to be such an indication.

And believe me, many out there would like to get this

option.

~S~ CD

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ May 20 2002,00:19)</td></tr><tr><td id="QUOTE">Afaik it isn't possible to figure out, who is talking

over the net, so i think, also AI doesn't own this

ability.<span id='postcolor'>

That's why I specifically asked for the "Direct Speaking" mode. In this mode only those around you or near to you can hear you. The computer knows the source, as he has to determine who will hear what you say and who will not. Therefore it wouldn't be very complicated to extend this to ai units, like giving them a direction and range, or just alerting them. Just like gunfire...

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">If you could be detected by voice over net,

there would have to be such an indication.

And believe me, many out there would like to get this

option.<span id='postcolor'>

I know, just yesterday on a coop server there was a noob complaining and whining for fifteen minutes. He couldn't understand that we wouldn't stop the coop that was already running for more than 30 minutes... As there were more than one player waiting (5-6), we couldn't tell who he was...

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"I know, just yesterday on a coop server there was a noob complaining and whining for fifteen minutes. He couldn't understand that we wouldn't stop the coop that was already running for more than 30 minutes... As there were more than one player waiting (5-6), we couldn't tell who he was..."

That is why I want mic identification implemented so we can tell who is using the microphone. I had to listen to someone abuse myself (admin) and the players all day because I could not tell who it was.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ May 20 2002,17:37)</td></tr><tr><td id="QUOTE">"I know, just yesterday on a coop server there was a noob complaining and whining for fifteen minutes. He couldn't understand that we wouldn't stop the coop that was already running for more than 30 minutes... As there were more than one player waiting (5-6), we couldn't tell who he was..."

That is why I want mic identification implemented so we can tell who is using the microphone. I had to listen to someone abuse myself (admin) and the players all day because I could not tell who it was.<span id='postcolor'>

you could have booted us all one by one dammge hehe. I dont see the use of mics sumtimes all uget is a garbled up msg text is alot easyer.

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I was attempting to narrow down who it was first before booting anyone.. it was a real pain in the ass. We are actually lucky we don't get this sort of crap more often, as with the current setup, there is no way for me to combat it.

Really looking for help from BIS on this one.

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joltan - if you're experienced in mission editing,

just create a mission, where you are standing in

the dark, surrounded by enemies (don't let 'em have NVgoggles), and let a script or trigger check + print on screen

the knowsabout value by the enemy to your person (let's

say every minute a check/print)

First only stand and do nothing, after you've seen the

value (e.g: 0), start talking by using direct-speaking.

If the knowsabout value increases, your question would

be answered with yes, if it doesn't increase, ok then it's a no.

If you can't do the mission, give me just time until

next week (i'm moving to a new house - so not to much time

left @ the mo), and i'll head up with the result.

~S~ CD

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ May 20 2002,11:33)</td></tr><tr><td id="QUOTE">If you can't do the mission, give me just time until

next week (i'm moving to a new house - so not to much time

left @ the mo), and i'll head up with the result.<span id='postcolor'>

I can. I was just hoping to get an easy answer, insead of having to find it out all by myself (lazy me wink.gif ).

Edit: I tried. I put an AI in sentry mode, allowed it to engage at will and maxed its ability (although I didn't activate Super AI mode). I made it face in the opposite direction and came on crawling slowly from behind. Every few meters I stopped, waited a few seconds (to be sure it didn't react because of me crawling or coming near) and then shouted insults at it. No reaction. When I was only a few meters away the ai found me, but before I started shouting again. I tried it several times.

Result: AI doesn't recognice the use of direct speaking. A pity, would have been funny to distract guards and stuff... :-)

BIS: Couldn't you implement this? Shouldn't be too difficult, as the ai can already recognice gunfire and the speakers position is checked anyways in direct speaking mode.

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Hey Damage this is when the reg issues come's into play. you have a group of guy's you know that wont do it then your problem is solved.

I have seen this alot. I mean "ALOT".. and it's real easy to break it down to who it is when I know 3/4 of the players on the sever. Heck most of the time I get the guys on the 2nd kick. And just tell the other person that I was sorry but it had to be stopped. most of the one's that I kicked that were not doing the mic spamming understand. It may sound harsh but what else can you really do ? sit there for how ever long it takes and wait it out? No thats not the best idea in MHO

Hope this kinda help's till BIS help's us.

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why dont you just have everyone in the game respond with call signs at the beginingof their transmission like "Spiderman-six-triple-nine, enemy is full-o-holes, out."

works for the military,and the people i play MP with.

when i admin i usually have to mentally check off all the people that give their call names and then just kick the prankster out. works for me(for now anyway), but you may find another, better way to deal with it.

just an idea. later.

spidey

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (5thSFG Drak @ May 21 2002,03:41)</td></tr><tr><td id="QUOTE">Hey Damage this is when the reg issues come's into play. you have a group of guy's you know that wont do it then your problem is solved.

I have seen this alot. I mean "ALOT".. and it's real easy to break it down to who it is when I know 3/4 of the players on the sever. Heck most of the time I get the guys on the 2nd kick. And just tell the other person that I was sorry but it had to be stopped. most of the one's that I kicked that were not doing the mic spamming understand. It may sound harsh but what else can you really do ? sit there for how ever long it takes and wait it out? No thats not the best idea in MHO

Hope this kinda help's till BIS help's us.<span id='postcolor'>

I understand your reasoning Drak, but it just isn't practical. A dedicated server should support its new players as much as it does its regulars. New players bring a lot to the game and I respect them for that, I enjoy the new tactics and personality it brings to the matches.

The only fair policy is to let whoever got there first, play. It is in the best interest of the server and the players that there is no favouritism.

If you just rely on your regulars your server will never grow, or build its reputation, its like a business, new business is good business.

Regards,

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Joltan: i'd suggest, you better ask such questions

in editing section, next time. You see what it's used for.

One more discussiun, about: who's the spammer on the server.

no offence to your hard work, keeping your servers free

of 'em, but i think you're going off-topic (at least from the

question, joltan was asking for). And it was me, who enabled

you to do that:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

And believe me, many out there would like to get this

option

<span id='postcolor'>

So sorry for inviting you to have a discussion

in the wrong thread.

~S~ CD

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