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Opponent behavior

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nWo4life
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Opponent behavior

Post by nWo4life »

I know C2_Scientist isn't around here much anymore, but I have a question I need answered. Instead of creating opponent paths for a track, can you make the cars drive around randomly, just chasing their opponents/you around? Is it possible to solve that by giving every opponent a cop start point, so for example, you have 4 opponents in a square level, each opponent starts in each corner? I'm not sure if that cop start thing changes the behavior of those opponents.

Any help is appreciated.

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Savage-Elve
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Re: Opponent behavior

Post by Savage-Elve »

In the races.txt there's a line 'opponent nastiness level' for every level. This influences how much the opponents will stick to the opponent path
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coffeycup
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Re: Opponent behavior

Post by coffeycup »

I suppose if you had an open arena type map with little or no obstacles you could have minimal

opponent paths and with the aggresiveness cranked up they'd leave the path and drive straight

for you.

But in a city type level you need the paths to keep them from slamming into buildings.

Maybe you make incredibly complex oppenent paths in that situation, with lots of sub paths

for every road on the map and they would randomly chose ways of getting to you when they

get to an intersection.

For starting points, if you use explicit opponents, they start at the multi-player

spawn points - so you could have them start in the corners of a square map.
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nWo4life
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Re: Opponent behavior

Post by nWo4life »

First of all, excuse me of the reply delay, I could not find much time to work/experiment with the track stuff. Thanks a lot for your input anyway, gentleman!

Savage man, it's good to see you back. Thanks a lot for the help, I didn't know what that nastiness level was for. But what's the deal with it, the higher the number, the more the opponents will stick to race line?

Coffey, that's a neat advice, for when I create real maps, thanks for that!

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Savage-Elve
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Re: Opponent behavior

Post by Savage-Elve »

The bruise Brothers mission has nastiness level 10 (instead of -1)
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Re: Opponent behavior

Post by nWo4life »

That should be a nice number. Thanks!
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Re: Opponent behavior

Post by TheJabMan »

I like setting it to nothing... seeing as all my cars are custom (IE: real life cars) it makes it feel more like they're just people minding thier own business, and you're an asshole with a vengence. :smile:
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