Poll

So, how cool are these?

10
3 (33.3%)
9
0 (0%)
8
3 (33.3%)
7
1 (11.1%)
6
1 (11.1%)
5
0 (0%)
4
0 (0%)
3
0 (0%)
2
1 (11.1%)
1
0 (0%)

Total Members Voted: 9

Author Topic: Micro Bots  (Read 1637 times)

Microbots

So, I recently watched Big Hero 6, and saw the Microbots in the movie, and I REALLY wanted those to work in Blockland, and it was easier than I thought. 
All I had to do was make a minigame, give blockhead bots a key, and changed their size and speed.

The Blockhead Bots want to damage the nearest player with the item they have, and they think they can damage a player with a key, so they follow the player around forever until they are killed.


I don't have pictures, but I do have this quick demonstration video: https://www.youtube.com/watch?v=YqPSOhejkso
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Feel free to modify the bots to make them better, here is the event for them:

Set the bot item to be a key of any color before eventing, and make sure to have a minigame enabled before spawning the bot.

OnBotSpawn - Bot - ChangeDatablock - Quake Player

OnBotSpawn - Bot - SetPlayerScale - 0.800

OnBotSpawn - Bot - SetAppearance - Custom - [Your Choice]
« Last Edit: May 03, 2015, 03:49:42 PM by ßløçks »



Lol that's pretty cool xD

it is very hard for me to read this, ow my eyes

They don't look very "micro"

Make them smaller, like .200 Or .400, then spawn more.

Do what the two posts above me say. Plus, instead of giving them a key, just make them non-aggressive.

They don't look very "micro"
I agree, but then that would make it so that you need even more bots, therefore more lag.

I agree, but then that would make it so that you need even more bots, therefore more lag.
blockland isn't exactly very intensive, but i guess if you weren't thinking of it, i might test this out, expect edit.

EDIT:
  • Studies show that they're pretty useless when they're that small, apparently server limits make this pretty hard. If you raise the limits stupidly high, maybe. but not .200, he's got the best size.
  • this is a test picture with about 40-60 bots, and i kinda just fiddled with this for a few minutes.
  • (first test, a bunch of them ran off for some reason)(me and 64 of my young)
    To be honest, they're kinda cute when they scurry around and look at you.
    only problem is that if you stand still too long, they overtake you (I couldn't move in the picture)
  • I'll be testing with around 100 now, but at this point it's hard to see myself using this in any way whatsoever, considering they get bored the moment you break LOS.
  • also, i shouldn't even need to mention the lag.
Anyway, this idea is kinda bad since they lag you out the moment the ai starts trying to stack eachother. stick with 8 or so, just to be safe.
« Last Edit: May 04, 2015, 09:44:53 PM by the_stitch »

Do what the two posts above me say. Plus, instead of giving them a key, just make them non-aggressive.
The problem is that bots won't follow players until they have the ability to damage, they THINK that they are doing damage when they have keys, so they follow players around in attempts to kill them. Making them non-aggressive would just make them wander about. I've also tried zombies with zero melee damage, doesn't work.

UPDATE: Poll Edited.

« Last Edit: May 05, 2015, 06:54:14 PM by ßløçks »

The problem is that bots won't follow players until they have the ability to damage, they THINK that they are doing damage when they have keys, so they follow players around in attempts to kill them. Making them non-aggressive would just make them wander about. I've also tried zombies with zero melee damage, doesn't work.
I've tested my tiny bots with standard bot events and setbotmovement>followplayer, and they start following eachother. keys are definitely the way to go for something like this.
also i'm done testing this, my PC is chugging like an alcoholic. if you simplify the AI, you might be able to play with a decent amount, but those pictures were taken at about 4 fps.