You might be able to leverage some of the Q3MME stuff for setting pre-determined camera paths and whatever. I'm not sure if it's a great fit but you might get something useful out of it.
http://q3mme.proboards.com/index.cgi >> Doesn't Blizzard have a habit of C&D-ing everything that looks >> remotely like competition? > > They do, but this is going to be a simulator for raids. You won't be > able to "play" it. If I pursue it, I would make it so you could: > > - 100% AI driven fights -- you don't play it you just watch and see if > you can defeat the raid or not with pre-calculated strategy you > design. > > - mock raid environments created as raid zones > - mock raid encounters mapped out and defined > > - raid strategy builder > - simulate raid strategy : you watch your raid as they progress > according to your plan > - speed up or slow down the fight > - tune each player and boss during each iteration > - event programming on the fly:add a boss spell and make it cast every > cooldown during the phase. (or random) > > - build a raid with real players from Armory, or stored/created > players from whichever classes you want > - assign players to groups > - assign players to tasks > - assign groups to tasks > - have zones where players should stand > - zones players should avoid > - tanking assignments > - healing assignments > - determine if players should clump together and stack or if they > should be spread out during any given phase > - kite paths > - avoidance paths > - necessary movement > > - allow changes to be made to waypoints and strategies and saved as a new > strat > - edit bosses > - edit adds > - trigger when things happen > > - accumulate data that includes probable DPS/TPS and HPS > - raid DPS > - raid healing > - raid tanking > > - simulates the raid buffs/debuffs, cooldowns > > ... etc > > But here is the problem. In a 25 man raid, there could be over 1000 > buffs and debuffs going off at once, over every player. An average of > over 20 buffs and between 1-50 debuffs could be affecting each player. > This all gets accounted for every global cooldown. > > Every global cooldown there are spells and abilities that can be > triggered by each player, depending on their class and there are many > to choose from so there would need to be a kind of best priority list > weighted for situations. > > Sounds complicated, but this might be easier to accomplish than > expected. SIMC has already mapped out how the spells and abilities of > WoW players are affected by each class, and that's open source so a > coder would be able to see how that part works. There is a lot of > theorycraft available for the healing and tanking of fights. > > The math part is all available in numerous places. But it changes > quite regularly so it would be necessary to have it easily alterable. > > Overall this would be a massive undertaking but it would be fun as > hell to put together... even if it was D&C'd. The last D&C by Blizzard > was because of the name "World of Starcraft" which is an owned > trademark by Blizzard for obvious reasons. I don't think they would > crush the guy's mod... I mean he did make it with their tools. > > The audience for this type of mod would be raiders... people who raid > in World of Warcraft. They would use it to raid more effectively. This > would accompany their toolset. > > We could also create an World of Warcraft Arena simulator where > different comps face off against one another. > > This would ideally have a god-perspective like you look down at the > game and see what's going on as all the little insect-sized people do > their thing. > > I think it would be fun to make it but I'm uncertain if this is the > right engine or not for it... or if I'll get the kind of necessary > people involved to help make it happen. > > I can code and script but there are better programmers than me. I can > level design 100%. I can do all the audio for it, and textures. Would > need a modeler or these would be default ioquake models. :) > > What do you guys think? :D > > Scott > _______________________________________________ > ioquake3 mailing list > ioquake3@lists.ioquake.org > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. > _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.