Author Topic: Bot Events (v1.1)  (Read 31050 times)

I hope that the new version will have a working on bot touched.

I'm making a bad-tempered bot that runs away when you shoot him and yells at you if you bump into him or talk to him.
OnBotTouched works. If it doesn't, check your console for errors and tell me if you find any.
Like what his glitchy as hell zombie mod :/
I've found that most of the glitches with those zombies are caused by people not using it correctly which is why it's no longer in public beta.

This may or may not have already been said, but you need to add something like this:

OnAttacked|Bot|SetAim(and right now, it gives three choices)|Attacker

That way we could make it attack people. If you are already making this great, but I feel the need to create an example.

Problem: I was at a server (Pizza's) testing the events. He tried to make it so that it would shoot the attacker. I shot it, it turned towards him and killed him.

Solution: (see bold)

I feel this would help a lot. Please consider it. Thanks!

~WhatevaGuy
THAT'S what I forgot. Thanks.

I'm guessing that events like these wouldn't be compatible with outside bot mods?

If I have an event
Quote
onbotattacked - bot - spawn explosion - hegrenade.


It seems to spawn tons of explosions and crashes blockland
« Last Edit: September 28, 2009, 05:30:52 PM by Melting Plastic »

If I have an event
It seems to spawn tons of explosions and crashes blockland
I'm not sure why this is but I've noticed it too. I can't see how it could be caused by these events, though.

I looked Quick through the code and it baffles me as well, Spawn Projectile Works fine though..

Ah, I see now, it's because the explosion damages the bot, causing another explosion and so on. I'll put a timeout on onBotAttacked.


Ah, I see now, it's because the explosion damages the bot, causing another explosion and so on. I'll put a timeout on onBotAttacked.
Beat me :(

Ah, I see now, it's because the explosion damages the bot, causing another explosion and so on. I'll put a timeout on onBotAttacked.

You could just have it so self damage doesn't trigger that.

You could just have it so self damage doesn't trigger that.
It doesn't, I'm packaging AIplayer::damage and %obj is usually the projectile.


I've got most of botAttack working but the bots can't actually damage anyone.

...
Then why is that particular one released? Not trying to be pissy, just wondering.
Also, you got rid of "sit" in idle?
« Last Edit: September 28, 2009, 08:23:29 PM by Dapizzanator »

Ah, I see now, it's because the explosion damages the bot, causing another explosion and so on. I'll put a timeout on onBotAttacked.
Or you can just have the event not called if it damages itself.