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ForumsCog Forum → synced ai
synced ai
2004-10-29, 10:22 PM #1
hey im making a multiplayer level and i need a good synced ai cog that has little lag and is easy to use, it need to support atleast 12 ai's, it should be a teams type btw, its going to be an army level
2004-10-31, 3:14 AM #2
First off, welcome to the Massassi Forums :D. Secondly, in answer to your question, I dug this out from a (semi-)recent(-ish) post of mine:

Quote:
As for AI in MP - the jury is still out on finding a perfect implementation (or failing that, a "better" one). Rbots showed the editing community that JK can handle AI opponents over MP (I believe it also wasn't too bad if new players joined, although I can't remember the specifics on that front...). However, the main problem with including opposing AI over the network is syncing their positioning as JK's netcode is just too... "lacking", I guess is the best way of phrasing it, and has forever been a major gripe within the editing community ;).

Don't get me wrong - I'm not saying it can't be done; just that the way it may be done is "far from perfect..." :o


I'm afriad to say that the above is probably as good as it gets - trying to sync anything complicated (in a reliable manner) with JK's netcode is a bit hit-and-miss... :o

-Jackpot

PS: Reference thread: http://forums.massassi.net/vb/showthread.php?s=&threadid=25288
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
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