More advanced bot party implementation
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More advanced bot party implementation
Alright bare with me while I try to explain my suggestion a little.
I'm a big fan of support-bots or a full party of bots leveling together. Macros and plugins and great configuration options allow this party to function in a more efficient way than even some real parties. However the big, and it is a big let down is the route AI, especially when it comes to several bots, which need to stay in close proximity/near each other which is usually just a mashed up auto-follow style implementation.
What I'm proposing, or would love to see is some kind of bridge between bots on a local host that allows them to communicate with each other. All sorts of information either to a central party leader bot, or a seperate dedicated party-organization bot. Allowing a party to have seperate configurations and a real life-like party movement system.
If you observe normal parties in ro there is a common theme. The tough tanks and/or healers generally attempt to be in the front to take the damage, the mushy damage dealers generally try to stay back a bit and work it while the support classes generally hang around with-in the safety of the party. Nothing too complex, although tricky to implement I'd imagine.
While a party moves it follows a similar dynamic, when it gets seperated etc.
(as I see it)
pros :
Allows bots to support each other and hunt harder areas/boss's
Allows bots to supplement real "people" party members, a must in a game where population is dropping
Allows greater customization and individuality with party-oriented botting.
cons :
Big project
I understand this is a massive project/thing to implement and with the current dev shortage It's merely a dream. Maybe when I finish more programming courses I'll be able to give it a shot myself.
Thoughts?
I'm a big fan of support-bots or a full party of bots leveling together. Macros and plugins and great configuration options allow this party to function in a more efficient way than even some real parties. However the big, and it is a big let down is the route AI, especially when it comes to several bots, which need to stay in close proximity/near each other which is usually just a mashed up auto-follow style implementation.
What I'm proposing, or would love to see is some kind of bridge between bots on a local host that allows them to communicate with each other. All sorts of information either to a central party leader bot, or a seperate dedicated party-organization bot. Allowing a party to have seperate configurations and a real life-like party movement system.
If you observe normal parties in ro there is a common theme. The tough tanks and/or healers generally attempt to be in the front to take the damage, the mushy damage dealers generally try to stay back a bit and work it while the support classes generally hang around with-in the safety of the party. Nothing too complex, although tricky to implement I'd imagine.
While a party moves it follows a similar dynamic, when it gets seperated etc.
(as I see it)
pros :
Allows bots to support each other and hunt harder areas/boss's
Allows bots to supplement real "people" party members, a must in a game where population is dropping
Allows greater customization and individuality with party-oriented botting.
cons :
Big project
I understand this is a massive project/thing to implement and with the current dev shortage It's merely a dream. Maybe when I finish more programming courses I'll be able to give it a shot myself.
Thoughts?
Re: A concept I'd love to see implemented
You can already do this. You need properly setup party skills and have the support follow within a couple blocks of the tanks, but also have them stay a certain distance away from mobs so they won't pull aggro. The only thing that needs to be added (read: an easy-as-fuck plugin) would be the offtanks abandoning their targets when a healer gets attacked.
cs : ee : realist
Re: A concept I'd love to see implemented
Thats very true, and I have had similar setups already. But the way they walk and stand, as a party ( when you have say 6+ bots as a party ) looks nothing like a normal party. It's like 8 people trying to run in a single line practically.sli wrote:You can already do this. You need properly setup party skills and have the support follow within a couple blocks of the tanks, but also have them stay a certain distance away from mobs so they won't pull aggro. The only thing that needs to be added (read: an easy-as-fuck plugin) would be the offtanks abandoning their targets when a healer gets attacked.
Re: A concept I'd love to see implemented
You didn't specify any of that. Your answer is still plugin.
cs : ee : realist
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I have already implemented the tanks abandon target
Yes. I have modified the OpenKore so tankers can abandon their target in order to prioritize attacking aggressives on tankee. Once the tankee's aggressives is provoked they will restart AI:ai_attack sequence. But I still get some problems when the tankers have already had too much aggressives so he/she can't move to attack the tankee's aggressives.
So, I think this post just count as a show off til i fixed the mod.
So, I think this post just count as a show off til i fixed the mod.
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Re: A concept I'd love to see implemented
that skill can fail sometimes, so tankee still hav a problem..
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Re: Better bot party implementation
thread topic updated so it makes some sense.
Make Openkore Awesome. Join the team.
Re: A concept I'd love to see implemented
Where do you play that Endure fails? I've never once seen Endure fail to cast unless I was out of SP.bornfromnothing wrote:that skill can fail sometimes, so tankee still hav a problem..
cs : ee : realist
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Re: A concept I'd love to see implemented
sli wrote:Where do you play that Endure fails? I've never once seen Endure fail to cast unless I was out of SP.bornfromnothing wrote:that skill can fail sometimes, so tankee still hav a problem..
I play at IdRO.. sometimes when u mobbing too much aggresives.. and use endure.. yeah it do fail sometimes... and my knight do have sp