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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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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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