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Messages - jackrobbman

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181
OK. I have tried very hard and experimented a whole lot to get these path nodes to work. Before the update that made bots impossible for the mod, it was easy. Place capture point, color it white, place path nodes of correlating colors for the teams leading to the capture point. Bots rush to the capture point and STAY on it until it is captured. Now, that doesn't work.

I've tried placing rally points, littering the whole map with path nodes, and even running blockland on a separate computer, but alas, I can't figure it out. Do they uh...work anymore? I've read breadfishes post and seen your post about the new pathfinding, so I know you're working on it and not particularly worried about fixing something you're going to redo anyway. But yeah...can't get them to even recognize the path nodes. You've also gotten this before, but bots are spawning randomly off of their spawns without any weapons. That one just started. To make things weirder, when I event a bot to go to a brick on this laptop, it won't go. But on my other computer, it will. Figuring that's on my end, but idk. Sorry for the long post, but I had to get it off my chest. o_o. Hard to code and quality check a mod all on your own right? Hehe....eeeeeehhhh....

182
Glad to see the bots are working again! The gamemode still rocks, and I haven't encountered any major bugs...or any minor ones really. Only problem is that I can't get the bots to recognize path nodes or rally points. Is it color coded? Like, does the color of the node or point matter? I'm still fiddling, but I noticed they also won't follow the gotobrick event. So maybe not? They also ignore capture points. I'll keep experimenting, but other than that, I'm loving it.

183
maybe you should try making it so the bot, once it spawns, falls onto a vehicle rowboat (which can't move on land)

the bot won't be able to move and can still shoot at you


try it and see
although this is just a workaround

I did. I even tried to make a mario kart double dash map using your exact idea, but if an enemy gets too close, they bail and start moving again. Also, I need the bot to be still itself so that it can still move to bricks I event it to move to. You still pose a good idea though. Thanks! :)

184
Help / How do I make a bot NOT follow an enemy while shooting at it?
« on: April 17, 2015, 02:20:24 PM »
The last topic I posted went against the rules. So I'm reposting it correctly.

I just want a bot to stand still and shoot at enemies. That's it. I don't want it to strafe-ram me like an idiot and defy all my events as soon as it spots an enemy. The setwanderdistance - OFF doesn't work. Once it spots an enemy, it's overridden, and the bot strafe-rams me anyway.

Don't tell me that I can just set its aim to the nearest player, because it doesn't have good range anyway, and I want the bot to aim at and shoot other bots. While standing completely still.

I've tried to box them in, but they go nuts, as if they're programmed to hate tight spaces. I've tried to use the nomoveplayertype on them, but they still go nuts, and any velocity applied to them makes their physics glitch out hard, making them move as if they're in space.

So, in a nutshell: Bot- no move - shoot enemies like it normally would.

185
Help / Re: SOMEONE PLEASE!
« on: April 17, 2015, 02:10:51 PM »
Ok, bad topic header...gonna try to change that.

186
Help / SOMEONE PLEASE!
« on: April 17, 2015, 02:06:59 PM »
How do I make a bot shoot at me WITHOUT following me!!!!!????

SetWanderDistance - OFF doesn't work. Not in the minigames. As soon as a bot spots an enemy, it'll defy the event and strafe-ram me like an idiot anyway. I just want the guy to stand still, but still shoot at enemies. This means enemy bots too, so don't be mean and say, "Oh, just set its aim to the nearest player." Cause it doesn't work that well anyway.

I want it to shoot at enemies like it normally would, but just without following the enemy. PLEASE. Dude, if its easy enough and you feel lazy, tell me how to do it! At this, point, I'm willing to try anything even if I suck at it! The strafe-ram thing is driving me freakin' crazy man! It's ruined all my tactical builds!!!!! EVERY-SINGLE-ONE!

187
Suggestions & Requests / Additional Bot events
« on: March 11, 2015, 02:45:00 PM »


cancrouch (boolean)

onbottouch (OTHER bots!)

canmove (boolean. I KNOW ABOUT THE WANDERDISTANCE EVENT! READ BELOW!)

friendlyfire (boolean)

toocloserange (IN GAME!)

addrelativevelocity (for BOTS)

Has anyone ever suggested these? They seem alot easier to do than the add-ons dudes frequently post on here. I just don't understand why they're not here yet.
That thought aside, I'll tell you guys why these events are worth creating in detail.


Cancrouch would be awesome because setIdlebehavior doesn't work at all during minigames. Sometimes, people don't want bots crouching randomly during close-quarters combat or gunfights. It sorta ruins the experience. As for why the setIdlebehavior doesn't work, I'm pretty sure it's because of the force-code used when bots detect enemies in minigames. It's really annoying, but when a bot I've evented to act a certain way detects an enemy DURING minigames, (which is the only way to get them to attack) nearly every behavioral attribute I've applied to it is like...OVER-RULED or something. VERY annoying.


The onbottouch event already in-game works, but, like the onbotdamage add-on, it only works for players. This means that if I want a bot to pull out a melee weapon if it touches another bot, it won't. It will only do this if it touches the player. I'm willing to put up with it donning a melee weapon if it touches a bot of the same team.


Alright, so the canmove event. You might be shouting, "Just use the wanderdistance event ya' foo'!" Well, start up blockland, set a bot's wanderdistance to OFF, make an enemy bot to fight this bot, then start a minigame. Now, do you see? Like the setidlebehavior event, it is ignored when a bot detects an enemy in a minigame. Has anyone else noticed this? It's PRETTY hard to just ignore.


The friendlyfire event may not even be possible, but I don't know that. (*coughworksforslayercough*That's why I'm suggesting it. It's self-explanatory in it's use. I don't want my friendly bots shooting me in the back until I die in an attempt to shoot an enemy. It happens WAY too often, and has ruined about half of the maps I've made. Seriously, I'm being very calm about this one. Not that the internet cares about angry people, but I'd consider this one of the more important suggestions in this list.


Ah, the toocloserange event. Many of you may be saying, "Just go edit the AvoidCloseRange and TooCloseRange code in the cs file." I'd concur with that suggestion if it worked. It simply doesn't. Don't believe me? Go to the cs file and set the AvoidCloseRange to 1 and the TooCloseRange to whatever. Make it a freakin' billion, I don't care. The default range by brick units is seven. Done that? Ok, now go start a bot fight in blockland. Notice how the bots are still strafe-ramming each other? Ok, now go back to the cs file. Notice that the TooCloseRange is back to seven if you've changed it, and that the AvoidCloseRange is still 1, indicating that it's activated but just not working. Naturally, you'd get frustrated. Get my point? I feel this should be put in-game as one of the events the bots can be used with. Maybe it'll work then? I also don't think it's efficient to have to change the general bot_hole type in its entirety. What if I only want a few bots to use the code? Do I basically have to make a seperate bot add-on?


The addrelativevelocity event is generally one of my favorite events, but you know what would make it cooler? Being able to work it with bots! I've drooled over this idea so much that I actually tried to create the add-on myself. I failed pretty badly and realized that I simply don't have the skill. Maybe one of you geniuses could do it?


So, those are a few add-ons I feel should to be made. If not, at least explain why no one  has done them or why they're impossible. You guys create whole MODS and stuff, so a simple event add-on doesn't seem, at least to me, out of the way, or out of your skill-range. Why not? It seems to be alot easier than the usual stuff you dudes create. It would also be ridiculously useful to guys that can't afford internet at the moment as the result of stingy bosses and a horrible economy. :)

188
Suggestions & Requests / Re: onBotAttack and setBotFireRate
« on: March 11, 2015, 01:57:52 PM »
I agree. Alot of the events from the bot-events add-on were taken away in the Bot_Hole update. I can't understand why.

189
Help / Re: Code re-writes itself?
« on: February 04, 2015, 11:16:28 AM »
Okidoki! Whatever wait is well worth it.

190
Add-Ons / Re: Slayer
« on: January 29, 2015, 12:58:51 PM »
Wow, I was literally just about ask you about that. Awesome!

191
Help / Re: Help finding old Bot Events
« on: January 29, 2015, 12:54:59 PM »
Just to be clear, you want the old bot events editappearance event, but still know about the setappearance event for the blockhead holes? If you set it to custom, whatever bot you're eventing will automatically copy your players appearance.

192
Help / Re: Code re-writes itself?
« on: January 29, 2015, 12:50:54 PM »
Nope, not slayer bots. Just your standard hole bots. The slayer bots won't appear (even if the preferred player value is greater than zero) for me on my new computer for some reason, but that's another problem I'm trying to fix without bugging folks. How do you get a default bot to attack you though? I'm assuming you're talking about the add-on, not the blockhead bot that comes with the game automatically. I want it to just stand there and aim and shoot, leaving its movements to my code. That's it. That would be awesome. SO awesome.

193
Help / Re: Code re-writes itself?
« on: January 26, 2015, 02:42:27 PM »
Thanks again dude. I'll give it another shot but I may have actually done that before. Y'know, creating a separate file. I actually successfully created a Bot_Better, but it still rams folks. I'm thinking of that Bot_Default add-on. It literally does nothing. Not even in minigames. It won't attack, even if evented to do so. It'd be perfect if it could still aim and shoot without moving. I'll mess with it! :)
    As for the stand ground thing, I don't believe it exists. I wish it did, but the closest thing I could get to it was setwanderdistance, and setbotpowered. I even downloaded the no-move playertype, but two problems occur when I use it on the bots. A) They go ballistic, ducking like crazy to escape the invisible walls that hold them, effectively making combat irritating or forgotten in their minds. B) Any weapons with an impact impulse will cause the bots to move in a direction relative to the attack. Slowly, literally like a snail.
    It's like trying to organize an army of ADHD robots. They absolutely WILL not remain still, even if confined by external forces. : l

194
Help / Code re-writes itself?
« on: January 26, 2015, 12:52:56 PM »
      So I got sick of armed bots being handicapped and ramming their opponents even if their opponent is a zombie, so I went into the bot_base file for Bot_Blockhead and changed the hTooCloseRange from 7 to like....thirty. Didn't do anything. So I went back to change it to a lower value (just in case it was too high or some stuff) and noticed that it wasn't still thirty. It was back to seven. I did this several times, lowering the value, and still got the same problem. The same problem that won't let me modify the push-broom's impactimpulse, or the gun's.  The code just resets itself!
       
       I was trying to make a Mario-Kart DD map with bots and nearly did, but the code that makes them jump out of vehicles when they approach enemies completely ruined it. Hard. I'd have a neutral bot driving to a set brick and another bot shooting rockets from the back seat, BOTH with their wander distance set to zero, but if an enemy got too close to the hostile bot, the bot would abandon ship and pretty much wreck my hopes and dreams. This is because of a code in the Bot_Hole/hole.cs file that literally makes them exit vehicles if an enemy is too close. Why that code is there, I do not know, but when I deleted that particular code and started Blockland back up, the bots STILL kept jumping out of their vehicles. I went back to the cs file and got pretty mad. The code I'd deleted was right back where it was, like some geeky horror story.

       Also, I notice during minigames that bots override their set wander distance. If I want a bot to go to a brick and stay behind it like cover, I set it's wander distance to zero so it won't move once it gets there. But once it spots an enemy during a minigame, it's set wander distance is ignored completely. Because of this and the ramming thing, all of my pain-stakingly crafted Bot TDM's turn into awkward, clashing, catastrophes. It's starting to bother me. I mean, in the Bot_Hole's/hole.cs file, there's a code that is actually made to prevent bots from ramming each other if they're armed. It doesn't work for me. I just wanna  know why man.

       As usual, I'm no programming wizard, so try to be nice and use normal-people jargon. Everyone likes a nice guy! :) Even people that hate you!

195
Help / Re: A few questions
« on: December 13, 2014, 10:49:17 AM »
Thanks, I'll give it a shot.

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