Quote: "that's the link it's trying to find"
YOu're trying to find the wrong demo
Look on the previous page, there's a new link.
merc2newbeta.zip
Quote: "Tactics is actually a large part of fps games particularily because most weapons are balanced out. Tactics is making the right weapon holding choices when in certain situations and hiding behind things for cover etc. "
At the moment all the enemies have teh same weapon.
Quote: "Its not about running away form people etc and the things are easy to cod then you think.....point them in a direction and move not to hard mate."
That's what I'm doing
Quote: "Problem is, gameplay was a bit lacking for me. You see on everymap... all the enemies would do is twitch... or if i caught it on the right beat... dance. They'd stay in space and jsut twitch up and down, never moving, never shooting. Then when i killed them... they'd sit in the ground... twitching."
Argh! This is so annoying. Another person said thay did this. I can't undersand what's going wrong. On my PC you can kill them then they respawn.
At first the entities have ALOT of health, so it needs alot of ammo unloaded into them to kill them. If all else fails fire teh dodgy grenade launcher (9) at them. That should make sure they're dead.
The twitching is caused by physics working against their movement and happens when a rapid fire weapon is shot at them. I am fixing it.
The twitching should only happens once they've been shot at. Does it? Could you try playing throug a level for a while with either the flame thrower (key '-') or grenade (9) and see if any twiching happens?
Maybe on a few PCs the twiching is amplified (don't know why
)
Quote: "Do you plan to add in a single player campaing along with other types of matches like solo deathmatch, and capture the flag? And what about online multiplayer via Nuclear Network or something?"
Solo deathmatch, ie every man for himself? Possibly
Capture the flag - I love that idea. Will try hard to get it in.
Online multiplayer code is there but it doesn't work that well and I have no proper means of testing it.
Quote: "-Dodge incoming projectiles
-Hide behind objects (path grid would be required)
-Search for the player when they don't see him
-Don't get in the way of teammates' fire"
The projectiles are too fast to dodge
There are also no objects to hide behind, and the offensive nature of the ai at the moments means they're more likely to want to kill you then hide
Search for player- that's done already. They try and find the nearest enemy player and shoot him.
Sorry for blowing all these AI points apart, but at the end of the day the only person who knows the code is me and although all these suggestions are wonderful they're most likely not feasable (sp?)