| Blockland Forums > Suggestions & Requests |
| Space Guy's Bot Mod |
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| comr4de:
asdf I have been asking for onbotseeplayer forever. Thank you space. <3 |
| Captain Crazy:
--- Quote from: Space Guy on February 25, 2010, 12:08:43 PM ---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. --- End quote --- Ooh, this sounds nice. I really hope the problems get fixed so this can be released. |
| Glider:
Ask Amade for permission? |
| PJ Boy:
I wish you luck Space Guy. Would a V8 coppy of your Bot Mod help? |
| Loopyla1:
Do you seriously think having OnBotActivated and OnBotTouched would be copying? Its only two events. I really don't see the big deal in it, since they play two MAJOR roles. Now if you copied something a bit less useful, then I could see a problem there. |
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