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21.0 4.0 3.0 5.77 MB

AI mod for BF3, preserving the game and reviving the Battlefield 2 experience.

License: MIT License

Python 40.83% Batchfile 0.08% JavaScript 1.55% Vue 20.70% TypeScript 5.86% Sass 0.25% HTML 0.16% Lua 30.58%
battlefield venice-unleashed bf3 bf3-bots

bf3-bots's Issues

AIServer Packaging

Packaging with all dependencies now works. Need to test on my other PC.

noreload parameter must be passed otherwise it will not start

./dist\AIHelper/AIHelper.exe runserver --noreload

Lightweight mode

Implement a 'lightweight' mode where various paths from the navmesh and other player recorded paths are cached and used instead. Allowing users with lower-spec pc (<4GB RAM) to use the mod.

Commander mode

Can use my existing map editor, and just tweak it to show all players with unique colours for each squad, with some interaction to set orders at a position.

Fix conflicting bot states

Ensure they are only set from the server, and reset once the soldier dies. Otherwise, the bots would just idle.

0.0.4 Release

  • Document Installation Process: #12
  • Bots to emit and provide when below a certain health or ammo threshold. #3
  • Query all vehicles from the map, bot will pick the closest one to enter automatically. #6 [moved to 0.0.5]
  • Ensure this is fixed, and document how it was fixed. #1
  • Improve pathing so bots don't get stuck on large objects #15
  • Fix random firing, bots should only be firing at enemies (or melee attacking an obstacle).

General Stability

To be fixed before 0.0.5:

  • Ensure navigation/combat is standard across all levels
  • Reduce memory usage, switch array dtype to 32bit (float32, int32), allocate resources on demand.
  • Clear bots on level reset.
  • Reduce behaviour cycle latency [try to query once for all bots]
  • DFAstar++ to prefer recorded (known) paths
  • Fix random crash on CQ (clone destination)
  • Load navmesh on level change

Blaze Server Compatibility

I see this is for VU only, is there any chance of it being supported on a normal blaze server like on this portable server project? Would be nice to have bot support for a fully "offline" setup.

Map Editor

  • Add Layer Controls
  • Drawing tools
  • Path evaluator
  • Reproject after editing vectors
  • Add custom CRS

Add support for more gamemodes

Multiple gamemodes for a level will need to use the same navmesh,

Gamemodes to implement:

  • Conquest/Conquest Assault
  • Rush
  • TDM
  • SQDM
  • CTF
  • GM

Behaviours to implement:

  • Get out of vehicle once at objective
  • Defend flag carrier (CTF)

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