Author Topic: AI for AH2:TOD  (Read 292 times)

Offline Batz

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AI for AH2:TOD
« on: June 11, 2003, 05:27:08 AM »
How will the ai scripting for Bombers and GVS work in Ah2:ToD. More importantly will the event CMS be given an added tool that allows them to use ai bombers and gvs in events.

I think it would add alot to events if, like in ah2:ToD, there were an added ai element to suplement the ground war and in part to add larger bomer formations. Normally the pool of bomber pilots is limited and with the exception of maybe Big Week bomber slots are the toughest to fill.

Playing an event with a large bomber component is hit and miss when you dont get the number of players to fill those slots.

Have there been any thoughts on this?

Offline ramzey

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AI for AH2:TOD
« Reply #1 on: June 11, 2003, 07:02:23 AM »
like bombers in WB3?
spown in air, trip from point to point, drop load  and head back

accuracy depends from losses ?
70% bombers survive = 70% of possibility to hit target
etc

ramzey

Offline Batz

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AI for AH2:TOD
« Reply #2 on: June 11, 2003, 08:00:12 AM »
I dunno how they will do it ah2:tod.

I would assume that if ai are apart of a mission that they would spawn just like a human would when he joins a mission. But this may lead to major lag.

If 50 bombers spawn at once either in the air or on the runway it may cause huge lag. I would hope they would spawn at intervals. If it could done otr it would be better. The missions as generated by the host could tell the ai bombers to spawn from field xx at given intervals. The human bombers and fighter escorts could spawn at a different fields. Within the mission there would be a way point set where they all link up. With spawn intervals, and ai bombers at their own base lag diminishes. I dont like the idea of air spawns but that might be the only practical way.

If bomber missions or bomber intercept missions points are rewarded on how many bombers survive then they will need to land or atleast despawn at some point. If we got stuck with air spawns then they may be considered rtb if the enter sector xxx and then despawn mid air.

Thats for ht to figure out.

However its done it would add greater depth to events if the cms have the options to run ai to suplement bomber and gvs. Bombers and GVS usually dont draw in large numbers. Events where bombing and gvs are a considerable part sometoimes suffer because of low turn out in those areas. An ai element will allow the cm and side cos more options.

You could allow the cms to "turn on ai". Then in the mission planner the side co makes a mission and theres a button that say "ai only".

The co sets start time, start field, waypoints, target, alt, speed and rtb field.

Or something like that :p

Offline ramzey

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AI for AH2:TOD
« Reply #3 on: June 11, 2003, 08:13:08 AM »
why CM's only?

Sure on SEA, but this can be used on MA and CT too
U know american style;) u have perks u can buy a ride, each AI bomber cost 2-3 perks............. future.

Personal after expirience with otto in wb i not like AI gunners, PK from 1000y is not things i like.

Massiv spown is a problem, but i think soon will be resolved by use faster hardware or improve graphics code.
Anyway eveen 24 x B17 droping bombs at once kill my video card now. But we can live with that.
Solution can be separated start for squadrons and form bomb group in one of waypoints. AI can be spown in air, player on the ground and just meet in air in resonable time. But thats question of flightplans and paths.
Return for pleyers should be land of cours , one spreed out point/zone near base, player is going to land. AI is flying and head to despown zone or circlig aboud field till all not ai players land, then just desapire and count as succesfull landing

I think HTC allready done with that, but im not sure wich way they chose

ramzey

Offline Batz

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AI for AH2:TOD
« Reply #4 on: June 11, 2003, 02:46:53 PM »
No ai in the main, theres no need.

AH2:ToD will have ai bombers and gvs so that theres large enough formations to base a missions around.

Thats not important in the main. Theres plenty of humans.

Ct? maybe but these arenas focus more on a2a combat.

In Big Week I have film where I can count damn near 70 b17s in my forward field of vision. Atleast 35 were rendered. There was major flak burst from the target area nad lag was minimal on my end.

I assume that the ai will be rendered some what like the current drones with less detail.

A formation of 50 b17s shouldnt be that bad. The ai script could divide them in to groups and space them into correct fromations of 16 with xx amount of space between them.

The ma and ct style of gameplay theres really is no need. In these arenas you may clog the pipes if say 50 people each launched 50 ai bombers. I think ai is tool best used in moderation like in  AH@2ToD and events where their impact can be managed.

Offline Squire

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AI for AH2:TOD
« Reply #5 on: June 12, 2003, 05:28:59 PM »
I cant see how HTC will avoid having to code "Otto" with AI bombers, its going to have to be a feature. I really dont like all the slaved guns thing anyways, but its an old problem in these kind of sims. Bombers have to be defended, limited players, otto can be too tough or too ez, to slave or not to slave the guns...its a hard balance to strike.
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Offline Batz

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AI for AH2:TOD
« Reply #6 on: June 12, 2003, 06:31:44 PM »
yup otto for the the ai bombers are a must.

I conceded (kicking and screaming all the way) that even with the drones we have now should be otto.

The jump around to different gun positions while trying to set up a bomb run with the bombsite id too much work load for it to be "fun".

The bombsite itself is ok if yoou have a gunner. but even then hes just one set of eyes and in areas of high enemy its a drag.

Offline ramzey

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AI for AH2:TOD
« Reply #7 on: June 12, 2003, 06:47:42 PM »
as i supose, otto will be most fragile and most whine crating thread in AH2
I know this from warbirds, but as i think HTC improve otto code to resonable level

ramzey

Offline Tilt

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Re: AI for AH2:TOD
« Reply #8 on: June 13, 2003, 12:25:58 PM »
Quote
Originally posted by Batz
How will the ai scripting for Bombers  


Aw scripted AI off line via the mission editor....


Basic stuff like speed altitude and direction was simply done via the mission editor (which allowed the setting of targets and  various other mission objectives[patrol, protect etc])

Drone groups could be also configured for stuff like skill level, courage, observance etc

I do not see why a CM or an auto mission generator could not configure the same onto a MMP server.......

The clever bit is the AI pilots models........... a lot easier for targets such as bombers which would basically fly a route drop some bombs then return............

pretty easy for vehicles but hard for fighters or any thing that is going to respond to the actions of other players with any thing other than otto.........

However if any one has a version of AW that runs offline then you will get a good idea of how it can be done all those missions were created using the same system. The player can make his own missions with Ai stuff too.
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