guttersnipe 1 Posted February 11, 2004 I've been making a three way adversial battle for multiplayer, and I've encountered an AI problem in testing. The basic concept of the battle is to have all three sides in a valley, with a central area under dispute. Made for a LAN match between up to three human opponents, each company commander has been assigned 5 soldiers to do the dirty work of knocking out the opposition emplacements. My problem? - simply in the testing phase - if two human players are playing without a third, the AI commander refuses to leave his base and follow the basic set of waypoints I made to cover this eventuallity - the bugger just sits in his base and cries into his coffee. Is this a CPU related problem? (shouldn't have thought so with only 18 men in total on the board & a nice 3Ghz server?). I am using veteran settings with super AI on, resistance definately set to 'mates with nobody'. I tried switching about the various teams and which ever is left empty, the same result - and indeed when I test the game with only one human - one of the AI commanders knows what he's supposed to do and kicks ass, whilst the other sits about smoking tabs and taling with his mates. Any ideas where my scripting might have gone wrong? Share this post Link to post Share on other sites
doc_no1 0 Posted February 11, 2004 Have you tried making the resistance friendly to no-one,that way all commanders will attack each other,cause if resistance is friendly to east only really one enemy,hence one ai commander being a numpty sorry if this is no help. Share this post Link to post Share on other sites
guttersnipe 1 Posted February 11, 2004 Thanks for the reply anyway, appreciated - I already had resistance set to non friends (think I said no-mates , local terminology on my part). I did some experimenting over a case of beer & spare PC on LAN. Noticed very interesting thing about AI & three way warfare on a network game -- has to be down to CPU pressure (or see other, bottom): - All three groups ripped the living crap out of each other with out hitches (even on their own when i watched in civies) when....there were NO editor placed weapons/objects in the vicinity of the start off point - ie every member in the respective squads needs to be clear (100M +) of ammo cases, bunkers, everything not already built into a map file. Most interesting thing is, if you setup the respawn area smack bang ontop/between these additional elements - as the blokes respawn individually they have no trouble navigating the obstacles. QED must be the pressure of the units intially introduced in bulk to the field of dishonour that produces the muck up. Incidently I nelected to mention I was using toadlife's respawn with original weapon script (thanx to him by the way, it works a treat), a couple of other scripts & a bunch of addons - so maybe 18 men & such like at close quarters is a tougher load than I thought, even for a 3+Ghz. Makes for a great scrap though. So for the benefit with anyone else suffering the same problems - stick the intial point of the three squads well out of the way of any added paraphenialia. Share this post Link to post Share on other sites
terox 316 Posted February 13, 2004 Just a thought, did you try running a cutscene prior to launching all the various scripts for AI control, or even staggering the pauses prior to starting looping script I have no idea if this would help a lan based network but it certainly helps to synchronise a PvP game over the internet (You must have all noticed the slight delay of being unable to get into a newly respawned vehicle at the start of a game Cutscenes do more than just look pretty, especially for a mission highly populated with scripts Share this post Link to post Share on other sites
walker 0 Posted February 13, 2004 Hi Guttersnipe Try using guardedby triigers three per site (one for each side) over each of the sites you want the AI to fight over. That way the only waypoint each side will need is a guard waypoint; as long as they know the sites are attacked. The AI should take care of the rest. Kind Regards Walker Share this post Link to post Share on other sites
guttersnipe 1 Posted December 3, 2004 Thx walker, long time no go to this forums ... nice to see my question was asnwered ...& what's more it works..! Share this post Link to post Share on other sites