Author Topic: WOB bot system  (Read 3613 times)

Lets say i co-op build this with "Destroyer"  and we worked on it together would we both get in to the beta?

Needs moar TDM integration?
I assume you are talking about it working with TDM? I don't think that is the best idea. You can't rely on Space Guy to update the TDM mod so if he stops making new versions, this would stop as well unless this used its own system.

I assume you are talking about it working with TDM? I don't think that is the best idea. You can't rely on Space Guy to update the TDM mod so if he stops making new versions, this would stop as well unless this used its own system.

...what?

Heedical, get out, and stay out of this topic.

And yes zoneark, both of you would, providing your build is well received.

I won't integrate it directly into TDM but you can give the bots a faction and the players a faction.

1) spawn some bots with faction Team 1
2) place an event somewhere that sets Team 1 player's factions to Team 1.
3) the bots you spawned and set factions to will not attack those players

Do the same with the other team and you're set.
Players on "Team 1" will still be able to hurt bots on "Team 1" and the other way round if they get in a crossfire.

If the bots have a client, then it should be easy to set their teams.
- Put bots' clients in the minigame by %mini.member[%blah] and %mini.numMembers (this should be done anyway)
- Set bots' clients "tdmTeam" variable. -1 = none, 0-5 = teams. If TDM isn't installed then this won't affect anything.
- Make bots' clients ::createPlayer etc. functions use default GameConnection one in some way so that uniforms can be applied. If you're using an AIConnection this will be easier.

I was in your server today and had the pleasure of actually fighting these Bots in combat. I gotta say, when I first saw them, I thought they would be easy to dodge. Now I see that they are in fact killing machines. Now I see the hard work, determination, and other stuff that goes into your work. :cookieMonster: Good luck fixing that Bot vs. Bot problem.

This sounds cool, but I have a few questions:

How will this be operated? By the consul? A GUI?

Will the bots act like vehicles? (Like the zombie mod)

If the bots will re-spawn, will they re-spawn where you first spawned?

Will the bot know how to control vehicles? I'm especially hoping that they will know to switch to the turret of a tank if they jump into one .

Will it be possible to save the position of all the bots you spawned? (So you can just load a build and then all the bots that you set up for it)

Also, I would try to make an app, but I suck at building.  :(
I'm better at fighting  >:]

edit: oops, I just majorly bumped this :S

This sounds cool, but I have a few questions:

How will this be operated? By the consul? A GUI?

Will the bots act like vehicles? (Like the zombie mod)

If the bots will re-spawn, will they re-spawn where you first spawned?

Will the bot know how to control vehicles? I'm especially hoping that they will know to switch to the turret of a tank if they jump into one .

Will it be possible to save the position of all the bots you spawned? (So you can just load a build and then all the bots that you set up for it)

Also, I would try to make an app, but I suck at building.  :(
I'm better at fighting  >:]

edit: oops, I just majorly bumped this :S
The answer to all of your questions is to read and understand my original post.

The bots work through events. They will not be able to control vehicles. The rest should be obvious.

They will not be able to control vehicles.

:(  I guess we still need someone to make vehicle controlling bots.

:(  I guess we still need someone to make vehicle controlling bots.
Spaceguy had a post on why this is, more or less, impossible at the moment.


It was impossible in v8. I don't know whether it still is in v9, I think the new steering method might work for bots.

It was impossible in v8. I don't know whether it still is in v9, I think the new steering method might work for bots.
Well in that case I need a new excuse.



The zombies can drive vehicles. Even though they do drive quite randomly, they still seem to try to run you over.  >:)

With the strafe steering, you could easily enough make bots that check their angle vs the angle between them and their target point, and strafe left/right depending on the difference.

Of course you can't necessarily give them automatic pathfinding, and anyone who whines about this should be told to node their builds, then shot in the leg and told again.

Well, I'm no expert on bots but it sure seems to be a sound theory, at least for a base. You'd have to expand on that with things like reversing when they get stuck on walls and such, but it's better to start low and climb up than to start high and fall.


Edit: I was also just thinking you should make nodes to be set in relation to bricks, instead of simply automatically set above a brick (or, you could make a special node brick, that can be placed even in the air, and that you can only name using the wrench dialog, with onNodeReached events for when bots reach that node)
« Last Edit: May 04, 2009, 01:40:51 PM by M »

I saw this in action a few times. These bots are pretty brutal in DMs, it's hard to even hit them sometimes. Sneaky things