an interesting theory but in practice not as pratical
because the modes for single player and multiplayer are different, you cant include AI entities in multiplayer mapping mode, if you could someone would of shurely done this by now
i had thought about this though, and i one day came across something called wolf bot
i thought that if you could create a mod on multiplayer where only one team is accesable and there is only one class
on the other side there are load of new classes only accesable by the AI
so you can put the sp models in multiplayer and then give them weapons
so you could chose class soldier_mp40 or ven_flamethrower
the server originaly had to put how many players on each team in this mode but if you could make the mode address the console directly from a script writen by the mapper then he could tell the AI what to do at sertain event, well as far as what enamies to spawn at trigger events
and although the bots didnot use bspc compile they had to have waypoints placed so they could not make best use of the map they could be manipulted more easily
a extra script woul need to be made for the bots to have an alert flag and order them to walk everywhere untill they were alerted then they would run and when they respawned they would be back to walking
because the bots would have to wait to respawn that mean you could only have a sertain part of the map runing at once and when the team got to the other part of the map all the bots in one area where /kill and respawned in the other area so each part of the map would require in a for or another two sets of doors where the player can be sealed in and wait while the enamis are killed on one side and then respawned on the other, this would put alot of responsability in the mappers coner but would a chalenged welcomed by many, they could use sutch tricks as lift for example, of course this would mean that all the players would need to be in the transfer area at the same time and there area two ways i can think of getting around this, a set of spawn points in each area that kill the whole team and spawn them again (resulting in a loss of all ammo) or a large trigger in each area that is only triggered by playerside so it woudnt let them compleatly enter the transfer area if someone is triggering this entity
there would then need to be a delay to let the AI spawn if the other teams spawn time was set to 1 constantly then this is not a majour problem also if dead players spawn and join the team again if wished to
the level end could be a simple as a trigger brush that if enters triggeres the script comand “allies win” and if the screan that apears when thay win is altered to look diferently and the screen when the allies lose it altered to look different then it will create the isusion that the game is not longer in multiplayer mode when it is infact is
the objectives could be created as well, if something has to be destroyed a simple script command that makes a vairiable satisfied before it alows the team to move to the next area
the objectives that i can think of area
destry an object
trigger a switch or button
create an area where there is only a specific group of enamis and they dont like to leave it so whe there is no1 triggering to area this staisfies a script meaning that the enamis inside must be killed (good for an generals ofices etc…)
enter an area for the final exit level objective like in sp
of course again the job falls to the mappers to make these more adventurous like a timmer in the script that means if the button is not pressed the V2 rocket launched and the “fail mission” comand comes alive (axis win), a simple combination of a timer and a button soon evolves into a mutch more interesting story
the player team obviously needs restrictions as if its is 10 vs 10 the mision is going to be easy you have 10 allies moving as a team vs a potential 10 axis at the most but only likely to be at most 3 so the allies need to have restricted to around 3 players and the bots need to be prety good shots to keep it interesting
the bots waypoints need to be abel to the main kinds (partrol, alert, all acess) when the bots are in patrol mode they only go on partol and all acess waypoints, this alows the mapper to restrict there movement to patrol routes and where they are alert they can use the alert and all acess paths to folow and run away from players, by cleaverly using waypoints you can create waypoints that are cut of from the rest so e.g. and officer can be restriceted to his office for and assasination abjective
ok this is a though i obviously have put a lot of though into and its not perfect so does anyone know how this could be done or improved, so particualy replies from coders would be helpfull but all please feel free to post
