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Poll Poll

Which Zombie AI do you prefer?

Only registered users are allowed to vote
New - Path finding
33.33% (7)
Old - Wander
66.67% (14)
21 votes cast

old Poll Brainz (Zombie AI)

Kamikazie-Bunny
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I'm not sure how many people have noticed but the AI has been upgraded, for the most part this is better however I personally feel that it is bad for the zombies.

Previously the zombies used to just wander around looking for brains then chasing them down relentlessly. I personally prefered this method because it meant that I did not know where about the zombies were. There could quite easily be one right around the next corner or some where I thought was a safe spot that one hand found it's way into.

Now the zombies follow a specific path going between various nodes. Whilst this does ensure that the zombies will go where they are meant to it also makes them a lot more predictable and easier to prepare for.

I understand that the new method is better suited for larger maps but it does have it's flaws (IMO).

Originally you could be hanging round for them for ages for one or the whole hoard could appear from all directions unexpectedly, now you can predict exactly where they'll come from and just line up your gun and shoot, even when they are nowhere in sight. We also have the problem with zombies standing still the moment their path is blocked, they used to continue wandering which meant that those of us who enjoyed chasing them down instead of hiding behind barricades could enjoy the hunt.

I'd like to hear everyone else's opinion on which method they preferred. If people prefer the old method I hope DC would enable a server setting to toggle between them. If I'm the only one I'll just keep switching back to the previous version when I play off-line.

old Re: Brainz (Zombie AI)

DC
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the old AI way was kinda predictable too because many of the zombies didn't go very far. most lurked close to their spawns which made the gameplay linear as well (go to the zombie base and start to slaughter..)

however I agree that it still does have flaws. you are totally right there and I hope that I can improve this in future releases. what I don't want to do is introducing an additional setting.

maybe mixing the old and the new behavior and adding some more randomness would be an acceptable solution.

old Re: Brainz (Zombie AI)

KimKat
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I totally agree on that DC. Randomness.

I noticed when I was playing, the bots stopped moving they were actually stuck onto the ground (they stood their ground).

There should be a command which makes them active again or something like it. Maybe the waypoints could be reintroduced into the game? it would be a helpful technique for the bots to move around the map, and not just walking around in one area.

I'm still confused about the bot node entity in the map editor, does it make bots follow that path at random times or such?

old Re: Brainz (Zombie AI)

DC
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nope. no waypoints. this would a step backwards and not a solution. it has been discussed already and it is clearly NOT an option.
please note that cs2d is still in development and that bots have a very low priority for me. I know that they could be better (without waypoints!) but I simply don't care much about it. I think some patience is needed here (but again: NO waypoints )

bot nodes: they simply make the bots move to this entity sometimes.

old Re: Brainz (Zombie AI)

KimKat
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Oh ok. The bot nodes are ok, they feel like waypoints in a way.

I guess waypoints aren't the top priority in CS2D right now.

old Re: Brainz (Zombie AI)

DC
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waypoints will never again have any priority in CS2D. they are simply not necessary and pointless. please keep that in mind.

old Re: Brainz (Zombie AI)

horus
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But, alas, suppose someone was trying to make a campaign/story mode for CS2D that required bots to move in specific ways/patterns. Would a botnode be able to have priority over another? Or could it simply be the first place a bot goes depending on priority?

old Re: Brainz (Zombie AI)

KimKat
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horus has written
But, alas, suppose someone was trying to make a campaign/story mode for CS2D that required bots to move in specific ways/patterns. Would a botnode be able to have priority over another? Or could it simply be the first place a bot goes depending on priority?
I somehow like that idea. The bot_node entity's property should have optional of priority levels.

old Re: Brainz (Zombie AI)

DC
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this already works in a way:

location with higher priority: place 3 botnodes (75% chance)

location with lower priority: place 1 botnode (25% chance)

old Re: Brainz (Zombie AI)

horus
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... >.>
I guess I'll go on to put about 10 botnodes in one place, then. Good thing I put everything else in other places... xP

So is breakable pwning by bots possible soon? I'd prefer that than using timed dyn_walls...

old Re: Brainz (Zombie AI)

X-RDG
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For me it is the same sh*t, because I hate Zombies! mode...


DC has written
this already works in a way:

location with higher priority: place 3 botnodes (75% chance)

location with lower priority: place 1 botnode (25% chance)



So....

1 Botnode = 25%
2 Botnodes = 25% + 25%
3 Botnodes = 25% + 25% + 25%
....

Right?

old Re: Brainz (Zombie AI)

ohaz
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No. If it was like that a place would have 125% priority if you set 5 botnodes there!
You need to divide 100 through the number off ALL botnodes. Then multiply this number with the botnodes at one spot, then you have the chance that bots come there

old Re: Brainz (Zombie AI)

pljrew
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TheKilledDeath has written
No. If it was like that a place would have 125% priority if you set 5 botnodes there!
You need to divide 100 through the number off ALL botnodes. Then multiply this number with the botnodes at one spot, then you have the chance that bots come there

if you close the door
125%>>>>0% botnodes can't open the door- -

old Re: Brainz (Zombie AI)

X-RDG
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pljrew has written
if you close the door
125%>>>>0% botnodes can't open the door- -


Remember - a bot is not a botnode. A botnode is an entitie placed in a map so bots will consideer that place as really important.

You can see that in de_dust normally bots prefer to be in Bombspot A, other in B. it's because there are severall bot nodes there. The "A" or "B" tile´doesn't make any difference to botes, only the node.
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