The way that I understand how bots move is that the player leads the A.I.
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Moving too far from the A.I and stopping, then moving to a new location will cause the A.I to go to the last known position of the player before they move to your new spot. Going over a ledge makes this really noticeable.
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They will not go over ledges like the enemy A.I but they will jump.
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If you mud up they will imitate you if on a surface with mud
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They do not interact with objects (alarms, objectives, exfil ropes, or even the kits they themselves drop)
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If you crouch, they crouch
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They will not target destructible objectives such as the generators on Overgrowth
What this means is that if you’re playing Predator, the A.I will cease moving because they have nothing telling them where to go. Essentially that they’re using a Human FT player to act as pathing and to tell them what to do.
As far as independence goes the A.I should treat objectives like how the enemy A.I treats camp alarms. Basically in that in the presence of an objective under a certain radius they will make a B-line to completing it just without the pre-requisite of having spotted the player.
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A.I should disable camp alarms while nearby. If enemy is present the enemy killed takes priority before the alarm.
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A.I should complete objective interactions while nearby under a certain radius. The A.I will prioritize the enemy meaning you can’t let the A.I do all the work. So an A.I can seek out the mine to blow up the fuel tank on Overgrowth, but if an enemy is within its radius it will prioritize that.
Each A.I would have its own bubble so that if an alarm or an objective is within its radius it will complete it provided it doesn’t have an enemy to shoot at first. These are treated like enemy triggering camp alarms.
The A.I would need to target destructible objectives. The A.I currently can’t target anything that isn’t squishy so as an option they need to be able to do that. Suggestion here is that the player can mark destructible objectives for them to target. But on their own they need to have these register as an enemy rather than an item out in the world.
The A.I needs to make a check for locations. In this case the A.I can move about the map but they need to go to OBJ to be worth a damn solo Predator. So in this case the A.I needs to make the check themselves. The A.I needs to rally at this specific area. So if the A.I needs to go to the downed plane for exfil the mission objectives contain a rallying point for the A.I to go to.
Spawn - rally point stargazer camp - rally point downed plane exfil
A little basic but it gets the idea across. They rally at locations and from here the bubbles take over in directing the A.I in what to do if lacking a player FT member.
As a point to the future, start Predator A.I with Hunter.
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Hunter spawns first but makes a check for FT with target isolation as it becomes available. Every usage of TI draws a path to the player.
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If player muds up then Predator will go to last known position from TI and will remain in the spot until it finds FT within its radius or TI allows it to spot them.
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Bot Hunter uses wristblades and plasmacaster and will target the player and enemies if it sees the player within a certain radius. Short it will Melee, long it will open fire.
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Predator can only short claim
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If using reinforcement the Predator is drawn a path to the player
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If calling exfil the Predator is drawn a path to the player
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Timers in mission will draw Predator to player
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If multiple activators are given the Predator will rush to nearest activator, it will go to exfil if activated
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Predator will retreat on health percentage drop
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Every quarter percent drop the Predator will retreat
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Predator heals at half health