Author Topic: onBotTouch; onPlayerTouch  (Read 1111 times)

How does the game define what is a "Bot" and what is a "Player" for these? Currently, my (AIPlayer-based) bots trigger onPlayerTouch. I'm using an AIConnection as its client for advanced control over actions and triggers.

Also, they crash the game when I use %bot.kill(); on them and probably when they die through any other circumstances. Is there any reason for this? They work perfectly otherwise.

They work perfectly otherwise.
Sorry, I can't help. But does this mean they will be out soon?

Well, no, I have a lot of features to add - currently all they can do is walk around a bit and jump.

I mean they work in-game actually spawning, moving and existing without breaking other things.

I think I saw some bots walking around on Badspot's block party. They may be work in progress, but I don't know for sure. The server froze and changed maps soon after I arrived.

It is possible to create 'bots' from Horses by using the Set Player Datablock events.

I'm just wondering how the system differentiates 'bots' from players - both my bots and the Horse are AIPlayers, but my bots trigger onPlayerTouch and horse-based ones do not.

Quote from: Badspot
The distinction between onPlayerTouch and [onBotTouch] is between human controlled player objects and player based vehicles.

Someone told me you could make bots do things using current events.

All me and Tape got them to do with the current available events was make them run around a small track using addVelocity (they'd do walk animation as they moved from velocity)

Basically, you'd need a separate bot script, hope events gets this, though. :/