Open Source AI Code for Mod Developers?

Discussion in 'Wish Lists' started by MarcG, Jan 19, 2012.

  1. MarcG

    MarcG Registered

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    With all the different types of motor racing mods for rF1 is a fair bet that RF2 will have a similar amount in 5-6 years time, whilst in rF1 these mods dealt with AI the best they could it was a rather Standard procedure. Some mods managed to get the AI working just about alright (V8Factor & ORR for example), but others just relied on the basic standard code which just did'nt suit the mod at all.

    So would it therefore be possible or even just more accessible to create a way for Mod Groups to better define the AI for their given Mod?

    I mean you can give the AI a "Path" on a track all day long, you can code in changes to stop Ramming or Clipping of Human cars...but what if the Mod needs Ramming (F1 Stockcars, Banger Racing for example), or what if the Mod needs an almost 100% contact-free environment (Open Wheelers, Bikes!) how do you create a basic AI code in the game to represent the two? Surely upping the Aggresion and fiddling with Talent files would only serve as a Basic way of getting the desired AI effect? (as seen in rF1)

    Sure not every mod group will want to faff about with editing tons of AI stuff, so they could just leave it as is and use basic RF2 AI, but given the chance I reckon a few people out there could help make individual mods have better individual AI suited to that mods type of racing....and therefore make offline racing that much better and more meaningful.

    Anyway, just an idea!
     
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