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Problem: Making AI Opponents

Posted: Fri Mar 15, 2013 3:26 am
by Doof4294967296
How can I make AI opponents work in a race? I made an AI, but I doesn't appear running in the game. I typed the name correctly "race13-x-0.opp". Even in the aimap. I also edited the mmracedata. I set the number of opponents to 1. Now I don't know what the next values means

Example:
ecl circuit8-p-0.opp [1.00 0 50.000000 0.690000 0 0 0 0 0 0.900000]

What are those for anyway?

Posted: Fri Mar 15, 2013 6:49 am
by RohitXL5
Custom opponent files doesn't works for races. You have to edit existing opponent files. You also must have right knowledge have the car basenames. I don't know what is ecl. I used the default cars for custom races. Example : vpbug, vpbullet, vpauditt etc. You just have to ignore the next value but don't ignore the first value i.e. "1.00". It refers to acceleration of opponents. 1.00 is normal. It doesn't influence the opponents' acceleration. If you increase it after the decimal, example : 1.10, 1.50, 2.50 etc. It will affect on acceleration opponents. It also works for slowing opponents by decreasing value after 1.00. Example : 0.90, 0.80, 0.73, 0.60 etc. I also tried to find the next values that what they does but Sajmon told me that they are related to traffic avoidance. I don't know their values to set but they aren't needed. Which tool you using to make AI routes and checkpoints, I used to make it manually and I found it easier. If you want a opponent be an addon car in your race then you've to check the correct basename of car. All cars must start from "vp". Some of the addon cars doesn't contains their basenames in their ar files so to check their basenames, you open ar archive with winRAR and check the car name in the .info files of tune folder of the .ar file. Leave the next values as it is. Just concentrate on your race, opponents and their accelerations. I hope it helped you.

Posted: Fri Mar 15, 2013 7:23 am
by Doof4294967296
Custom/improvised opponents don't work? I guess I have to make a copy of an opponent file...

Edit: Man! It doesn't work either. I made a copy of an opponent file, but it dosen't move in the race. :(

Posted: Fri Mar 15, 2013 1:13 pm
by RohitXL5
Custom/improvised opponents don't work? I guess I have to make a copy of an opponent file...

Edit: Man! It doesn't work either. I made a copy of an opponent file, but it dosen't move in the race. :(
Custom files never work unless you create a new mm2core.ar. I guess it will not work too. If you need more opponent files then why don't you use single file for pro and amateur? It simply saves the opp files and you can get more opponents in your race.

Posted: Sat Mar 16, 2013 12:42 pm
by Doof4294967296
Ok we're missing an important detail, The Opponents I was trying to make are actually AIs of a new checkpoint race (race13). The question is, how did Sajmon14 made those ai opponents in his map called "Bay City"?

Posted: Sun Mar 17, 2013 3:56 pm
by sajmon14
Here's my tutorial, might be a bit hard to understand if you dont know much about MM2 modding

https://www.mm2x.com/modules.php?name=Forum ... 7976#37976