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Rec.Autos.Simulators Archive

F1C : Multiplayer AI

7 posts by 4 people · 02 Jul 2003 15:45 UTC - 03 Jul 2003 15:26 UTC

Ashley McConnell 02 Jul 2003 15:45 UTC#63650
I haven't had a look yet, but is there any option in the ini files to enable AI in multiplayer? I know a few of you have been studying the ini files religiously :) I wonder if it would be possible to simulate fake AI by connecting them to a network game (perhaps by capturing the packets from a real network player and replaying them?) Thanks guys, All the best, Ash http://www.siroccoracing.com
"Ashley McConnell" <[email hidden]> wrote in message news:bduv5e$p3c$[email hidden]... > I haven't had a look yet, but is there any option in the ini files toenable > AI in multiplayer? I know a few of you have been studying the ini files > religiously :) > > I wonder if it would be possible to simulate fake AI by connecting them toa > network game (perhaps by capturing the packets from a real network player > and replaying them?) What on EARTH goes thru your head? :D I guess it could make an interesting race. 15 people all re-program the AI - then they race against one another on a server. Like a management game gone nuts Doug
"Doug Ellison" <[email hidden]> wrote in message news:bduv5i$110uvu$[email hidden]...
Quoted text (9 lines)> > "Ashley McConnell" <[email hidden]> wrote in message > news:bduv5e$p3c$[email hidden]... > > I haven't had a look yet, but is there any option in the ini files to > enable > > AI in multiplayer? I know a few of you have been studying the ini files > > religiously :) > > > > I wonder if it would be possible to simulate fake AI by connecting them
to > a > > network game (perhaps by capturing the packets from a real networkplayer > > and replaying them?) > > What on EARTH goes thru your head? :D > > I guess it could make an interesting race. 15 people all re-program theAI - > then they race against one another on a server. Like a management gamegone > nuts > > Doug > > I mean't making up the numbers for a full grid for our lan session (usually 4-8 people). Although that AI management game sound umm...well....I was going to say interesting, but i'll opt with "crap" :P All the best, Ash http://www.siroccoracing.com
> I mean't making up the numbers for a full grid for our lan session(usually > 4-8 people). A dedicated server would be able to handle AI cars nicely - (Hint, Hint...)
"Redmist" <[email hidden]> wrote in message news:be0e7v$11nrka$[email hidden]... > > I mean't making up the numbers for a full grid for our lan session > (usually > > 4-8 people). > > A dedicated server would be able to handle AI cars nicely - (Hint,Hint...) But would constitute broadcasting formula one in the FIA's eyes so is never going to happen as I read it Doug
On Wed, 2 Jul 2003 16:45:18 +0100, "Ashley McConnell" <[email hidden]> wrote:
Quoted text (7 lines)>I haven't had a look yet, but is there any option in the ini files to enable >AI in multiplayer? I know a few of you have been studying the ini files >religiously :) > >I wonder if it would be possible to simulate fake AI by connecting them to a >network game (perhaps by capturing the packets from a real network player >and replaying them?)
Have you tried setting the number of opponents for multi sessions in the PLR file? I see it defaults to 0. Jason
> Have you tried setting the number of opponents for multi sessions in > the PLR file? I see it defaults to 0. > > Jason Its probably the maximum number of players allowed to joined a hosted game (zero being anything up to the absolute maximum (22)), but stranger things have happened :). Thanks, i'll give it a go! :)) All the best, Ash http://www.siroccoracing.com

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