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Roberto
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xx Idea: Automatic vehicle paths
« Thread started on: Aug 19th, 2014, 7:37pm »

I'm really a beginner with programming as I only know some really basic stuff about python.

But while I was learning to code today I had an idea which might work without knowing advanced programming.

To make automatic edits to a text tile (the .mis file) which automatically adds vehicle markers for shrikes to the enemy flag.

The way it would work is like this, the program builds objects (cubes) by following the .mis file positions, scale and rotations. After automatically adding the pilotshrike above the vpad (based on the coordinates), the program tries to draw a straight line from our vPad to the enemy vPad, if it hits an object it goes either left or right until it can resume it's forward position. And it adds markers to the path every 100 m or whatever value you want.


It will take some time to do this but I think it's possible without learning advanced programming.

Now the thing that I miss and why this won't work is that I can't figure out how to see if there's a hill in front or not, the program needs the height of the terrain and I don't know where or how to get that. The coordinates of the objects are not a big deal but I need the shape of the terrain.

Any ideas or opinions about this idea?
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xx Re: Idea: Automatic vehicle paths
« Reply #1 on: Aug 21st, 2014, 04:10am »

Sorry, I don't know anything about Python code.

As for integration into Tribes 2, I think the engine can only support C# (c-sharp). I've heard things like embedding C++ directly into the tribes2.exe, but that's way beyond me.

The idea sounds useful, but I have a feeling that I'd end up making custom shrike paths in the end since I tend to separate paths a lil by height and end points. I don't like them running straight into the flag, especially since bots aren't particularly good at switching tasks efficiently or by proximity.
« Last Edit: Aug 21st, 2014, 04:12am by MetaDrax » User IP Logged

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xx Re: Idea: Automatic vehicle paths
« Reply #2 on: Aug 21st, 2014, 09:27am »

I see, so you like the way manual pathing gives the bots an advantage, a little bit of tactics. Makes sense to me. Anyway, I can't figure out a way to get the heights at the positions so I can't make the program anyway.

I found something to convert .ter files to .raw images that display the heightmap but it's over my head. I wasn't going to use the t2 engine anyway since I was just checking and inserting text into the .mis file.

Oh well, there's plenty of time in the future to add paths manually for a better tactic.
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xx Re: Idea: Automatic vehicle paths
« Reply #3 on: Aug 21st, 2014, 4:05pm »

We are not the only ones sad that Tribes 2's engine is sooooooo old.

Still better than Tribes Ascend though, and that game has 0 development now. I think it only had slightly more than 1 year of support after launch.

I did look at Lagg's V5 code, cooked up some ideas, and when I get additional free time, I will see if they work. The new work involving AI weights for hopefully more efficient response to human attackers while repairing generators.

Also to make sure bots cap the flag 100% instead of 90% with the 10% they run off into a vehicle.

Lagg left a huge gap of difference in V3 versus V5 just in weights alone. I'm hoping to make some more complex behaviors. Well, an attempt to.
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xx Re: Idea: Automatic vehicle paths
« Reply #4 on: Aug 21st, 2014, 9:19pm »

on Aug 21st, 2014, 4:05pm, MetaDrax wrote:
Also to make sure bots cap the flag 100% instead of 90% with the 10% they run off into a vehicle.

Yes! I love that, I love that they can cap with shrikes now. Not to mention the fact that you can give them paths for bots to escape missiles. And that you can give them objectives for the wildcat... and objectives for attacking some gens or inventories from difficult places without going directly in front of them.

Lots of new cool stuff but I've been to lazy lately to look around at the code to see what did I do wrong since they have some problems running on my t2 install.


And yeah, I don't even want to play tribes ascend, even if it's free. There's just no way I would choose Ascend over tribes 2 which has much better gameplay, maps and mods.

I didn't play tribes 2 lately but I've seen that Thyth is working on a new sort of patch, and maybe who knows, we will even have graphic mods for tribes 2 sometime.
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