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Messages - jackrobbman

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121
Modification Help / Re: Auto Reload and Bot mod
« on: October 11, 2016, 09:50:43 PM »
pretty difficult. ai is a difficult field in comp sci in general, and even though the AI you'd need for this is simple in comparison to the stuff researchers are doing, it still isn't super easy since debugging it and making sure it works the way you want takes time and knowledge of how to set up test cases and edge cases and such.

I kinda figured that would be hard, but all I need them to do is stand still and shoot though. At least with that, I could set up bots that won't strafe-ram you and just try to snipe you. So pretty much just the 'Still' bot, but I was hoping to carry that code onto another bot hole. Somehow, The Resonte made it so that the bot didn't WANT to move. It wasn't spazzing out like it was trying to fight invisible forces when it couldn't move. It just stood there and shot at you. It wouldn't be hard to write a script for that right? I was thinking that The Resonte had removed some lines of code somewhere that normally tell the bot to strafe-ram you or spaz out when they can't move. I just don't know where those lines of code are in the files.

122
Modification Help / Re: Auto Reload and Bot mod
« on: October 11, 2016, 09:40:27 PM »
Open weapon_gun. Copy server.cs and paste it into Blockland > Base. name it "botammo.cs". Inside the file, delete everything that was there before. Paste the following:

Code: [Select]
package botAmmo
{
      WeaponImage::onFire(%this,%obj,%slot)
      {
               parent::onFire(%this,%obj,%slot);
               Announce(%obj.getClassName() SPC %obj.getDatablock());
      }
}
deactivatepackage(botammo);
activatePackage(botammo);

Save it. Start a blockland server. In the console, type exec("base/botammo.cs");. Give a gun to a bot. Get the bot to shoot the gun, possibly by joining a minigame and having it shoot at you. Everytime the bot shoots, there will be a chat message showing up. Paste what 5 of these lines say.

If you get an error, paste it.

Thanks man! Gonna try this out now.

124
Modification Help / Re: Auto Reload and Bot mod
« on: October 11, 2016, 12:50:10 AM »
you can optionally just modify the gcat ammo script to check if the firing player is an AI player and disable ammo for them in that case.

as for bots that stand still and shoot, that's the default bot AI script. you can make your own edits to it if you write a custom bot AI script (without editing the base Bot_Hole support scripts) but its not that easy to design a convincingly good AI.

the Still playertype likely removes the crouch animation and the hitbox changes when you crouch.

So uh...let's just say that I have virtually no scripting experience..how hard would it be to write a custom AI script?

125
Modification Help / Re: Auto Reload and Bot mod
« on: October 11, 2016, 12:48:03 AM »
Haven't seen the code of either of the players, but am guessing the no move restricts WASD motion, whereas the still probably restricts all motion not including turning. The no move player tries to get itself close to player depending on your description. I'll check both of those out by tomorrow if no one else has. Think Gcat's weapons will be an easy change to remove reloading, will try to get that done tomorrow too.

Wow. Thanks man! Appreciate it!

126
Modification Help / Auto Reload and Bot mod
« on: October 10, 2016, 05:28:15 PM »
I enjoy recreating scenes and battles in blockland using bots. But I always run into two problems that keep me from making my concepts a reality. Firstly the best guns, namely gravitycats weapons, do not reload automatically. Therefore, when a bot's clip runs out, that's it. It won't be able to shoot anymore. I was wondering if there was a line of code I could implement that could give his weapons that basic,universal, functionality. You guys are geniuses, so I figured I could ask you for some help.

The second thing that ruins my build is a bots odd inability to stand in one spot and shoot. I thought of a way to fix this, but I'm not smart enough to figure it out. You guys remember the Ability Bot's released by The Resonte? In that pack was a bot labeled 'Still'. This bot did not move, and would shoot at you.

 Anyway, I wanted bots to move to cover and shoot. I was planning on eventing a bot to go to a brick and have it's datablock changed to the still player-type so that it could just stand there and shoot. But I can't. Because it's not a player-type and doesn't come up in the 'changedatablock' list. Before you ask, yes, I HAVE tried the no-move playertype. It would work, but the bot's base code ruins it. If they see an enemy and notice that they can't move, they'll start spazzing out, ducking like forty-goin' north and losing their target a ga-jillion times in the process. It doesn't work.

However, the STILL playertype DOESN'T spaz out, and I don't know why. It will just stand there and try to kill you, not losing you or ducking at all. Like a normal person trying to snipe you from cover. My big idea was to create 'Still' versions of other player-types so that they could retain their attributes and work with that event I described up there. Only problem is that I don't know how. For instance, it's not as easy as taking the MasterCheifShooter_Playertype and just copying it and renaming it to MasterCheifShooter2. Things need to be changed up in the code to recognize the new string, and I don't know where those are.

Also, despite looking at the Still bot's code, for the life of me, I can't figure out why it doesn't WANT to move and doesn't spaz out when it can't. If I could identify the string of code doing this, I was hoping I could implement it into a modded player-type, like one of the awesome Shooter playertypes.

Would you guys care to help a brotha' out a little bit?

127
Suggestions & Requests / Re: canmove event for bots
« on: October 06, 2016, 05:05:27 PM »
Ok, join my server.

Why? It works on your server?

128
Suggestions & Requests / Re: canmove event for bots
« on: October 05, 2016, 03:16:03 PM »
Maybe change the aiplayers datablock to a non movement datablock.

Tried that. The bot will start spazzing out, crouching like crazy and losing it's target even if it's standing right in front of it. Also, the no-move playertype is buggy with bots. If any velocity is applied to the bot, it will start moving in a direction relative to the force, like a ball moving through a no-gravity zone. Plus, if I want to use the Tactical_Player or one of the Shooter_Player types, changing the data-block will ruin that. We really just need an event. A simple tick-box that toggles whether or not a bot can move. They already did can-jump, I was hoping someone could provide an extension of that.

129
Suggestions & Requests / Re: canmove event for bots
« on: October 05, 2016, 03:10:57 PM »
ya but then it won't shoot at anyone

Eyup! I need it to sit stock still and shoot people...the easiest thing in the world.

130
Suggestions & Requests / canmove event for bots
« on: October 05, 2016, 02:00:14 PM »
So I know what you're thinking, "Zack, just set their wander distance to zero! They won't move if you do that!" Well, the fact of the matter is that it does work. If it doesn't see an enemy. Let's say you want an enemy sniper and set it up so that the bot doesn't move from it's spot or it's spawn. At first, it actually won't move. But then start the minigame.

The very INSTANT that sucker see's you, all of your 'event'ing' goes STRAIGHT down the drain. The dude will start moving like an Overwatch character busting out of Mei's freeze. It will override your work and do the usual, strafe-ram a bot does when it's shooting you, not even adhering to the tooCloserange code in its cs file! 

Amade's bot events had this event, and I remember it working, even when the bot saw an enemy. They were limited, but the events were loyal if I remember correctly. So I've seen that it's possible.

We already have an event for bot's jumping, and it works great. All I'm asking is that someone create, or tell me HOW to create an event that stops them from moving, PERIOD. An event that MAKES them decide not to move, and just shoot at you. That's all I have ever wanted since the old bot events became completely obsolete and unusable. Is this not possible or something? Amade did it, so I'm just wondering why no one else has noticed this problem and asked for a solution.

And no, the cant-move playertype doesn't work. Not only is it buggy, but what if I want to use one of the awesome Shooter playertypes without changing the model and general abilities of the bot? We kinda need something like the Default bot, only it shoots at enemies. I've tinkered with the default bot's code to see if I can make that happen, but alas, I'm no programmer.

131
Add-Ons / Re: New Duplicator 1.5.1 | Supercut Released
« on: September 18, 2016, 06:44:15 PM »
Gotcha.

132
Add-Ons / Re: New Duplicator 1.5.1 | Supercut Released
« on: September 16, 2016, 11:17:03 PM »
Try /m x

Had to try /MirrorX to get it to work. I think he might have updated it to make it more versatile.

133
Add-Ons / Re: New Duplicator 1.5.1 | Supercut Released
« on: September 16, 2016, 11:16:08 PM »
Nevermind man. Surfed a third of this topic for the correct command, but I got it. Your mod is legendary by the way. It's greatness cannot be measured. You ARE Blockland now.

134
Add-Ons / Re: New Duplicator 1.5.1 | Supercut Released
« on: September 16, 2016, 10:56:27 PM »
Alright, I'm typing /mir x and not getting anything. REALLY need it right now too. Am I uh...doing something wrong? I'm in plant mode, so I'm a bit confused. I know it had to build the tables, but if it is, there's no indication that it's doing it. Not to sound annoying man, but I really need that work for this build I have. Help...HALP! HAAAALP!

135
Add-Ons / Re: Slayer | Bug fix update released
« on: September 07, 2016, 12:16:23 AM »
Thanks Greek! Got my map up and running though! Although I can't change the datablock of the bot, I can still use the ZServer_New Health add-on to set their max health. Works great! Also, I found out that if anyone has that "Bots not showing up" problem, you need to reinstall Blockland. Only way I know of so far.

But yeah, I'll release the map soon! Just gotta work out the kinks. I've even evented some of them to use ults after taking damage. Just like in Overwatch! It's really fun to play, but the weapons needed to be tweaked in order to make the game playable. Unfortunately, I don't know how to release edited add-ons specific to the map. I'm too dumb and impatient to figure it out.

Just one suggestion: Is it possible to release a 32X32 capture plate? Or can I do that myself with a few changes of code? Don't wanna bother you too much, so I prefer to learn how to fish ya know? It's the only thing my map needs, since the bots have a hard time staying on the 16X16 plate while fighting, limiting challenge for players. It's still challenging even without it and still playable and fun, but when the opposing team can't cap the point cause they're running after a bot on the other side of the map, it messes up immersion. They need a "GET ON DA POINT SHHHTUPID!" mentality. XD

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