I don't need to test my programs. I have an error-correcting modem.

Legacy:MythOpus

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MythOpus

Name: Dalin Seivewright
Age: 18
E-Mail: mythopus[DELETEME]@hotmail.com

Subpages

Legacy:MythOpus/Rants
Legacy:MythOpus/Developer_Journal

Current Projects

Icarus

About

I'm working on a custom AI which I am totally codenaming "Icraus". It is my attempts at a custom AI coded bottom up from scratch. Most likely to only be used in Deathmatch situations, Icarus bots will not use the AI systems implemented in UT2004 so NavigationPoints will not be used. This also means that the bots will not be omnipresent so they won't know the location of all enemy players until they actually see them, they won't know locations of weapons unless they've been that weapon pickup and eventually, they will play, learn and eventually improve themselves and how they play. It is an attempt to make a more 'real' opponent because I was getting tired of getting one-shot killed (InstaGib) after jumping from the top of a tower in CTF-FaceClassic and other such maps. When its done, it will be released as open-source with a license of some sort.

Background

It was derived from a concept for a sort of total conversion that involved, 3rd person view, restricted movement (i.e. only up,down,left,right and all 45 degree diagonal movements), and some other things A-la Metal Gear Solid. That plan was recently scrapped however as my interest grew with regards to the AI that I was coding from scratch for the mod.

Implementation

The bots will be implemented into the game most likely through a custom gametype. Because the AI does not extend from the usual AI tree in UT2004, it can't be linked into a normal UT game without excess code. My plans for implementing may change however. Another idea was to use a mutator to change the bots that are spawned but even that would take awhile to work out. Gametypes can be unforgiving when you don't do things the way that it wants you to.