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AI Pathfinding improvements
*JeeTeeOh*
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Was on an escort run with Johnny Dread and the postal trucks we were escorting showed the same behavior. Not much running, a whole lot of getting shot up.

Makes escort missions a bit more interesting....
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Posted Jun 14, 2011, 12:30 am
*sam*
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I'm just putting thru a (server-side) patch to change the trader car decision-making a bit.. let me know if you see an improvement.
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Posted Jun 14, 2011, 9:46 am
JuaN VaLDeZ
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Try this for a new travel strategy to work with the pheromones... Drive around a hill and when they are on the other side, veer off and vector straight out. They will continue to go around even though it would be easier for them to just turn and chase.
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vet wv zom deathrceL1

Posted Jun 14, 2011, 9:57 am
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Ive been hunting traders almost exclusively the last few days. They seem to circle around in the back for the most part. Sometimes the cargo vehicles will come back into the fray. I also a weird experience with a chomper and lorry where they both charged me and I ended up blowing the lorry to hell because it kept getting in my LoF on the chomp. Something is definitely amiss. Aside from that one though i kind of like it better, its more realistic that the cargo vehicles wouldnt just speed off to leave their comrades to die. I mean... they do have guns...
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vet wv0,1,0

Posted Jun 14, 2011, 10:13 am
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putriddead said:
its more realistic that the cargo vehicles wouldnt just speed off to leave their comrades to die. I mean... they do have guns...


hmm, maybe this is the simpler solution then.. just make them all behave the same  :rolleyes:
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Posted Jun 14, 2011, 10:25 am
*Grograt*
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:rolleyes: there goes free lorries lol
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vet marshal wv community

Posted Jun 14, 2011, 10:29 am
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*sam* said:
putriddead said:
its more realistic that the cargo vehicles wouldnt just speed off to leave their comrades to die. I mean... they do have guns...


hmm, maybe this is the simpler solution then.. just make them all behave the same  :rolleyes:


i agree...

but stick their guns on the front
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Posted Jun 14, 2011, 2:54 pm
*JeeTeeOh*
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goat starer said:
*sam* said:
putriddead said:
its more realistic that the cargo vehicles wouldnt just speed off to leave their comrades to die. I mean... they do have guns...


hmm, maybe this is the simpler solution then.. just make them all behave the same  :rolleyes:


i agree...

but stick their guns on the front


Would definitely complicate the traditional strategy of "red the escorts and stare down the cargo vehicles till they quit." Gotta weigh the fact that they're actively assaulting you when deciding how important that undamaged cargo is....
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Posted Jun 14, 2011, 3:35 pm
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make escorts with rear weapons and make em all run together.
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marshal vet wv pvp4 zom cont pvp32,12,1

Posted Jun 14, 2011, 3:35 pm
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Bastille said:
make escorts with rear weapons and make em all run together.


thumbs up
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Posted Jun 14, 2011, 4:21 pm
Juris
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Attack of the Trader Vans! I had this happen to me on a scout before the pathfinding update, so I think it's something else. Had a trader van go berserk and start dogfighting with me. Finally had to kill it. I thought it was cool. This shouldn't happen every scout, but every once in awhile is a good idea - the enemy shouldn't be 100% predictable.

This would be even better if Trader Lorries came equipped with roll cages, mounted HSSs and RR on the front, and tried to ram (again, once in awhile) :).

It is kinda stupid that trader vehicles always ditch their escorts and try to outrun chaser vehicles they cannot possibly hope to beat.

On a different matter, I'd like to see the occasional 'Q-ship' trader convoy - a convoy that looks like a trader squad from a distance but get up close and that Trader Lorry turns out to be a Gunship, and that Trader Van a Texas Strongarm... You think the Ironmongers would learn...
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Posted Jun 14, 2011, 6:52 pm
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Before I had said that running around a hill was a easy way to lose the AI with the new pathing. I demonstrated that using one of that channels on lonesome highway. If this new pathing is to supposed to make the AI better at catching us, this is a good example of how a human can "out-think" a AI, while they continue in the opposite direction.

S362963

Camera 1 is bookmarked for a grand viewpoint...
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vet wv zom deathrceL1

Posted Jun 16, 2011, 6:57 am
*sam*
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It's not related to the new pathfinding, Juan, it's their higher-level decision making that makes them decide *where* to go. The pathfinding only finds them a route after they have decided where.
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Posted Jun 16, 2011, 9:48 am
*Bastille*
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Juris said:
Attack of the Trader Vans!  I had this happen to me on a scout before the pathfinding update, so I think it's something else.  Had a trader van go berserk and start dogfighting with me.  Finally had to kill it.  I thought it was cool.  This shouldn't happen every scout, but every once in awhile is a good idea - the enemy shouldn't be 100% predictable. 

This would be even better if Trader Lorries came equipped with roll cages, mounted HSSs and RR on the front, and tried to ram (again, once in awhile) :).

It is kinda stupid that trader vehicles always ditch their escorts and try to outrun chaser vehicles they cannot possibly hope to beat. 

On a different matter, I'd like to see the occasional 'Q-ship' trader convoy - a convoy that looks like  a trader squad from a distance but get up close and that Trader Lorry turns out to be a Gunship, and that Trader Van a Texas Strongarm...  You think the Ironmongers would learn...


this stuff sounds cool
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Posted Jun 16, 2011, 12:26 pm
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Quote:


On a different matter, I'd like to see the occasional 'Q-ship' trader convoy - a convoy that looks like  a trader squad from a distance but get up close and that Trader Lorry turns out to be a Gunship, and that Trader Van a Texas Strongarm...  You think the Ironmongers would learn...


q ship traders were suggested before.... a cracking idea... especially if it said trader lorry above the enemy vehicle right up to the moment it started firing its car cannon.

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Posted Jun 17, 2011, 1:44 pm
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Is there someway the trader vehicle can change name during the event? starts off saying trader lorry, then switches to gunship when discovered.

Ai through Oil slick has definitely improved B)
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Posted Jun 17, 2011, 3:06 pm
*sam*
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goat starer said:
Quote:


On a different matter, I'd like to see the occasional 'Q-ship' trader convoy - a convoy that looks like  a trader squad from a distance but get up close and that Trader Lorry turns out to be a Gunship, and that Trader Van a Texas Strongarm...  You think the Ironmongers would learn...


q ship traders were suggested before.... a cracking idea... especially if it said trader lorry above the enemy vehicle right up to the moment it started firing its car cannon.




semi-randomised NPC builds were also suggested before.. would this be of general interest? so you weren't quite sure what weaps/armour they had
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Posted Jun 17, 2011, 3:37 pm
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yep
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Posted Jun 17, 2011, 3:45 pm
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+1

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Posted Jun 17, 2011, 7:38 pm
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*sam* said:
semi-randomised NPC builds were also suggested before.. would this be of general interest? so you weren't quite sure what weaps/armour they had

Absolutely!
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Posted Jun 17, 2011, 7:44 pm
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