Author Topic: civilian bots  (Read 2708 times)

it whould be cool if there where civilian bots that you could make run if you startle them (shoot at them).

i approve of this idea... it would make for some fun role playing that isnt jsut random buildign then cutting trees

Would go great with the animal bot idea.

this would be perfect for play on the Vice City map

They should only run until there a certain distance from you, and then "Forget" so they don't automatically run whenever your near.

nice, there could also be minigames,routes of curtain people (like kill V.I.P.), and maybe make them the police.

It would make my spaceships ten times more realistic! (and less lonely D: ) It would also be cool if you could personalize each one, like choosing names and avatars for them. (having the option to randomize of coarse) PLEASE MAKE NOW!!!

I don't see it happening.

Badspot and that other guy worked hard on make thousands of bricks not lag. To do so they have to assign as little dynamic data to each brick. That of course removed the ability to rotate bricks other than 900 and prevented movers.

Even so...with a decent amount of bricks 50,000-120,000 depending on machine and connection, it can be laggy.

Now imagine 100 players (bots). Each has its own physics to calculate, mesh to place, raycasts to shoot and more. All that data and more has to be sent back and forth to clients and the host many many times. That means lag.

It might be possible for a singleplayer game or such but a multiplayer game with a large number of players and bricks is not concievable in the Torque Engine.

They should only run until there a certain distance from you, and then "Forget" so they don't automatically run whenever your near.

I always forget people shooting at me after I get to a relatively safe distance.

I don't see it happening.

Badspot and that other guy worked hard on make thousands of bricks not lag. To do so they have to assign as little dynamic data to each brick. That of course removed the ability to rotate bricks other than 900 and prevented movers.

Even so...with a decent amount of bricks 50,000-120,000 depending on machine and connection, it can be laggy.

Now imagine 100 players (bots). Each has its own physics to calculate, mesh to place, raycasts to shoot and more. All that data and more has to be sent back and forth to clients and the host many many times. That means lag.

It might be possible for a singleplayer game or such but a multiplayer game with a large number of players and bricks is not concievable in the Torque Engine.

Dang... I was about to suggest a limit of bots, but then I reconsidered. I guess that they would lag no matter what. Maybe someday... some other Blockland version...

DO WANT! I really don't think this could be too hard... Use the AOT script for random monsters XD