Author Topic: Bot Board Games: PTG + Looking For Builders.  (Read 669 times)

I have created a grid-based bot-control system that controls bots to a precision of 4 squares. You pick coordinates in X and Y, a direction, and whether to attack, and click a bot. That bot then runs to the specified coordinates, runs to them again if it passed through them and out of them within 1.5 seconds of being clicked, looks in the specified direction, and fires. Of course, this can be used to play board games, such as D&D. It can also be used to create towers of twitching bots all trying to be on the same square, because who doesn't like that?

I'm hosting a server where you can see it in action, occasionally. It uses https://forum.blockland.us/index.php?topic=227254.0 these events. (Just the base advanced VCE and the bot events.)

I'm looking for builders and I've set it up with PTG for now so that you actually have something to look at.
« Last Edit: June 15, 2016, 11:22:33 AM by SuperSuit12 »

Aw, it's down? Was going to try it out.

Aw, it's down? Was going to try it out.
I can totally bring it back up. Been planning to. It returns!

EDIT: I've had two players, but neither cared.
« Last Edit: June 11, 2016, 07:06:31 PM by SuperSuit12 »

Bump. Server is coming up.
I've made it work with the brick shift keys thanks to the bind events. It's now much nicer to control and comes with fancy sounds! Like a shotgun chk-chk when you enable firing mode. (Even though shotguns make that noise AFTER firing...)
I'll happily PM you the save and a list of needed addons if you ask nicely, there's a lot of tabletop servers popping up here and there so I figure some of them would probably like to use this. I'll want you to credit me for it though... Even if it is a simple system, I made it and some bits of code had to be creative to get around Blockland's limits. (Like the limited number of input events that can result in "Bot" as a target.) Shooting is actually a bit hacky. Whether or not you have shooting enabled, your bot is told to fire as the last thing it does. If you have shooting as "false" it fires a cancelEvents just before it fires. That's the only way I could have it be conditional, and you don't want your bot shooting everywhere at random.
« Last Edit: June 14, 2016, 11:22:10 AM by SuperSuit12 »