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Forum: All Forums : Call of Duty 2
Category: CoD2 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword, playername
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Author Topic: Updatetopic Botzoms by navmesh
IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 General
Posted: Saturday, Aug. 18, 2012 04:55 am
Hi all,

Id like to use this topic to give some regular updates about the progress of my botzombie mod, using a navigational mesh for pathfinding.

14-08: First proof-of-concept. No pathfinding, only pre-set paths. Only triangular meshing.
15-08: Pathfinding using map-linearity (does not work on most maps)
16-08: Following a single player (the guy that spawned the botzoms)
17-08: Support for non-triangular meshes added.
18-08: Added following the closest player. This is done by calculating the distance over paths to every player. Does stop the calculation when a found path is longer than the shortest path so far. (lighter)

Current state:
Zombies are represented by barrels. They are non-solid, do not collide with anything (or themselves) yet, walk out of the mesh when their target is not in the mesh (need to mesh the whole walkable map) and do no damage yet.

Support for the CoD4MoD is added, you can shoot the zombies and get points for it. They, however, dont kill you yet.

No a* pathfinding implemented yet. Expect this to happen very soon.

Can control up to 128 moving botzoms without any lagg for anybody. Not sure about 128 botzoms with a lot of players present.

You could expect a few updates to happen during the next two weeks. After that, expect more :)
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IzNoGoD
General Member
Since: Nov 29, 2008
Posts: 694
Last: Nov 10, 2012
[view latest posts]
Level 6
Category: CoD2 General
Posted: Tuesday, Aug. 21, 2012 01:01 pm
Teaservideo:

http://www.xfire.com/video/5a253e/
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