Matthew, just for a lil tip on the bots, if you change the code, one thing that will help is to have the bots go through the list of player entities on a map and set one of them as their goalentity. This way, once they figure out who they want to tail they will start maneuvering around the map to find them. It can make them a bit more human in their play.
Smiles, Cara :) On Apr 24, 2008, at 10:37 AM, Matthew Tylee Atkinson wrote: > Regarding the bots: they have different levels of skill and are > probably > on the first one if they're behaving like that. I used the bot code > from elsewhwere but will try to look into that particular problem for > the next release of AQ, which will be after the testing of and > feedback > for the LDL concept release has been completed. > > The sound I added to the maps could be one of two things: some of the > lights are set to act as broken flourescents which make a crackly type > of sound, just to add a bit of randomness. It could alternatively be > the ``computer hum'' sound that I also added for the same reason. > > Hope this helps, > > > -- > Matthew Tylee Atkinson <[EMAIL PROTECTED]> > > _______________________________________________ > AGRIP-discuss mailing list > [email protected] > http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
