Freedom Reborn

Freedom Force Forums => Hero File Discussion => Topic started by: Xenolith on January 28, 2010, 07:26:55 PM

Title: Enhancing Watch Mode Games
Post by: Xenolith on January 28, 2010, 07:26:55 PM
I'm not exactly sure which section this topic belongs in.

I am tossing around the idea that I could amplify the enjoyment I get from :ffvstr: in Watch mode if the heroes and villains on each team had objectives.  I would like to create objectives (objects) for each team to attack or defend.  The objectives would be a character with a hero file that would be added to the teams on the selection screens.  The objectives don't have any powers (necessarily) and they are somewhat easy to defeat.  Their only goal will be to run away from enemies.  I may have some slow ones and some fast ones to keep the action moving around the map. 

My character (non-target) AI's will then define the character as an "attacker," meaning they will prioritize attacking the objectives, a "blocker," who will priortize stopping attackers, or a "defender," who will prioritize defending the target.

I'm not sure how well this will work, but I plan on giving it a shot tonight. 

Tommyboy made some great magical objects which could be used as objectives.  Some of these could probably have offensive or defensive powers, too.

Has anyone done something like this already?  I'd like advice on how best to accomplish this if it will work.

Thanks!
Title: Re: Enhancing Watch Mode Games
Post by: hoss20 on January 29, 2010, 01:17:42 AM
   This looks really interesting. I am constantly running tournaments with my heroes and have found the team matchups a little lacking. It just comes down to who is the last guy standing. Having this objective option would definitely add some meat to the matchups and depending upon how it was set up, may give some benefit to some of the weaker teams.
  I haven't worked with EZscript in a little while, but you could even set up multiple stages (for a best 2 out of 3 scenario), perhaps with varying degrees of difficulty,different settings, or even a random objective set up. Anyway, if there is anything you might need, just let me know.
Title: Re: Enhancing Watch Mode Games
Post by: Xenolith on January 29, 2010, 03:46:34 AM
Well, I didn't have much luck tonight.  I can't get the defending guys to stay around the objective character.  I'm using TMoveTo, but they just keep running away.  Maybe you can see something I'm doing wrong?  I have a feeling the subtypes aren't working correctly.  You should be able to define you own but I've never had much luck with them.

['aim agent',
   ["target enemy",
      "attacker",
   ],
   ["timer", 'auto',
      "TMoveTo(pct=100,mindist=0,maxdist='short',type='friend','subtype='booty',priority='high')",
      "TFleeMelee(mindist='short',movetype='move')",
      'TFleeMelee(type="any",subtype="emitting_damage")',
      "TMoveTo(pct=100,mindist=0,maxdist='short',type='enemy')",
      "TRanged('pistol shot',pct=100,time=2.51)",
   ],
   ["subtype",
      "defender",
   ],
]
Title: Re: Enhancing Watch Mode Games
Post by: M25 on January 30, 2010, 02:45:02 AM
Target selection is randomized even with the 'target enemy' section defined, so there is no guarantee that this will work.  It's also one of the first things that gets dropped if the AI is chewing up too time (like when there are a lot of characters on screen).

You can add goals and objectives to the AI (like defend this character or object, attack this group, etc.), but you either have to script it in python or go through EZ script. 
Title: Re: Enhancing Watch Mode Games
Post by: Xenolith on January 30, 2010, 02:52:09 AM
Thanks.