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Old 09-11-2011, 06:14 PM
buddye buddye is offline
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Join Date: May 2011
Location: South East Texas
Posts: 46
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"What method do testers and players use when testing and refining the BOBII AI maneuvers"? (we have over 80 complex maneuvers for selection [both the aggressive and defensive maneuvers]) for the fighters (Spit,Hurri,109.110) and over 50 simple maneuvers for selection for the JU87 and Defiant).


Sorry, I have just one more boring technical post to try and communicate how the BOBII players and testers worked with a single programmer on the AI for the last 6 years (version 2.03- 2.11). Each and every maneuver was reviewed, tested, evaluated, and refined. This was a committed team approach involving a large amount of work. Is the COD community ready to commit to a large long term task?

We use Move Code Labels in real time as a tool to show which maneuver has been selected.

The best way to learn more about the BOBII AI is to turn on Move Code Labels and watch the AI. A good way to watch the BOBII AI is to use Auto Pilot (control+A) so you can just sit back and watch the move codes change.

BOBII’s label options are the following:

1. Move Code Labels - Used to test BOBII AI maneuvers
2. Short Labels - Short text
3. Full Labels - Full text
4. Single Character Labels - Player selected single character
5. No Labels - For realistic game play

Here is a Pic example and text description for Movecode labels:

1. Move Code --Examples like AUTO_FOLLOWWP (following WP like bombers), AUTO_COMBAT (fighting move code but depends on individual maneuver code), AUTO_LANDING, etc.
2. Maneuver code -- Examples like MANEUVER_DISENGAGE (stop fighting, reasons are many), MANEUVER_TURNINGFIGHT (aggressive maneuver), MANEUVER_BREAKHIGH (defensive maneuver), etc.
3. Range to player (meters)
4.Skill level (Novice, Veteran, Ace, Hero and each subdivided, example Ace1, Ace2, Ace3)
5. Alt (feet)
6. Speed (MPH)


Last edited by buddye; 09-12-2011 at 06:06 AM.
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