| Blockland Forums > Suggestions & Requests |
| Space Guy's Bot Mod |
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| Liquid:
Yeah, I think insane killing-spree bots are a quite big problem. |
| Loopyla1:
Maybe something wrong with, well, I don't know how to say this, but when the bots go to check which spawn plate they are from, they pick up the wrong spawn and use the foreign plate's events instead of their own? |
| Space Guy:
For some events like "setBotMoveDestination" and "setBotFireTarget" I'm using a layout similar to Rotondo's setPlayerTransform event where you can use <Named Brick> -> setBotMoveDestination or Player -> setBotFireTarget and the last bot triggered will go to the target set. The problem is that when using some things like onBotTouch as an input event they're triggered for multiple bricks at once in the engine so the "last event bot" will be one on some other plate rather than the one I spawned and want to go places. --- Quote from: Loopyla1 on February 24, 2010, 08:35:16 PM ---Space Guy's bots use events too? >:U --- End quote --- All the actions of the bots are controlled by events. There will be a standard "Bot Spawn" which just automatically creates a standing bot and an "AI Bot Spawn" with several events to control it in minigames so that it'll attack enemies that it sees, follow friendly players and retaliate if attacked. They respond to the "setTeamAllied" event for Team Deathmatch - if that mod is enabled then it also adds some "Team Bot Spawn" bricks. |
| Jellypuddle:
--- Quote from: Space Guy on February 25, 2010, 11:43:25 AM ---For some events like "setBotMoveDestination" and "setBotFireTarget" I'm using a layout similar to Rotondo's setPlayerTransform event where you can use <Named Brick> -> setBotMoveDestination or Player -> setBotFireTarget and the last bot triggered will go to the target set. The problem is that when using some things like onBotTouch as an input event they're triggered for multiple bricks at once in the engine so the "last event bot" will be one on some other plate rather than the one I spawned and want to go places. All the actions of the bots are controlled by events. There will be a standard "Bot Spawn" which just automatically creates a standing bot and an "AI Bot Spawn" with several events to control it in minigames so that it'll attack enemies that it sees, follow friendly players and retaliate if attacked. They respond to the "setTeamAllied" event for Team Deathmatch - if that mod is enabled then it also adds some "Team Bot Spawn" bricks. --- End quote --- 1 question, is it better than amade's? |
| Space Guy:
I haven't used his for a great length of time so I don't know too much. I think that mine is more versatile and easier to set up for things like deathmatches (place one brick and it works) and custom appearances. (Change one event rather than strange /commands and "hidenode" stuff) Current events I have: Input events (bricks) onBotLoaded - When events are changed or when brick is placed onBotInjured - When bot is hurt by weapons fire onBotDeath - When the bot dies onBotKill - When the bot kills a player/enemy onBotRespawn - Triggered after the minigame's respawn time or few seconds after it dies onBotSpawned - When the bot is spawned by events onBotLoseTarget - When the bot immediately can't see its target onBotChaseTarget - While the bot is chasing a target onBotLoseChaseTarget - When the bot cannot navigate to its target from the last known position onBotNoTarget - While the bot has no target onBotSeeFriendly - When a friendly player is in view (works with TDM, ZAPT, Rotondo's Zombies) onBotSeeEnemy - When an enemy player is in view onBotSenseProjectile - When an enemy projectile is detected in a radius around it Output events (bricks only) spawnBot [Player Type, Appearance Type, Automatically Saved Appearance, Weapon Held] respawnBot - respawns the bot defined by the spawnBot event deleteBot - removes the bot if it's spawned setBotMoveDestination - last event-triggered bot moves to this brick (think setPlayerTransform) Output events (bricks, bots and players: function of some varies based on targets) setBotAim [Vector, Absolute] - makes the bot aim a specific direction relative to itself or the world setBotMove [Vector, Absolute] - makes the bot move a specific amount relative to itself or the world setBotMoveObject [Target] - makes the bot follow a specific player target (e.g. activating player, closest enemy, closest player] clearBotMove - clears the bot's current move object setBotJump [checkbox] - if on, the bot continually jumps setBotCrouch [checkbox] - if on, the bot continually crouches setBotJet [checkbox] - if on, the bot continually jets setBotFiring [checkbox] - if on, the bot continually fires its current weapon setBotFireTarget [Target] - makes the bot aim at and attempt to fire at a specific target (like moveobject or aiming at the brick) botWander - Moves the bot once in a random direction/distance in front of it, turning at walls (used with onBotNoTarget) botChase - Bot chases its current target (used with onBotLoseTarget and onBotChaseTarget) I'm unsure whether to do the input events like "onBotActivated" and "onBotTouched" as that'd basically be copying Amade's. |
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