Author Topic: Bots and Vehicles  (Read 6960 times)

Awesome, I loved the V8 bot mod.

Off Topic: FIRST POST >:D
Quote from: Badspot
Kill yourself.

I'm hoping and guessing it won't overwrite Amade's. [/stupidity]

Lol OwO cool but strange

Off Topic: FIRST POST >:D
LEAVE.
Nope, they are not amades i think, Space guy Apparently is making the bot mod Again
<3

I'm hoping and guessing it won't overwrite Amade's. [/stupidity]
Space Guy's much to smart for that.

As far as I know, using my mod's commands on any other type of bot (e.g. Rotondo's/Iban's Zombies, Horses, Amade's Bots) will take over their AI since I'm using a different method. The zombies might attack if they see you/bump into you but that's all. I don't know what event names Amade's bots use and I'll probably have similar ones so I can't guarantee they'll work together... I'm not sure whether to include events like his "onBotTouched" or "onBotActivated" or not since that'll basically be stealing but at the same time they'd be quite useful...

As far as I know, using my mod's commands on any other type of bot (e.g. Rotondo's/Iban's Zombies, Horses, Amade's Bots) will take over their AI since I'm using a different method. The zombies might attack if they see you/bump into you but that's all. I don't know what event names Amade's bots use and I'll probably have similar ones so I can't guarantee they'll work together... I'm not sure whether to include events like his "onBotTouched" or "onBotActivated" or not since that'll basically be stealing but at the same time they'd be quite useful...
Put in everything that would be usefull to control bots with.

Thinking of input events like:
-onBotTouched
-onBotActivated (Amade's onBotActivated goes trough walls. D:)
-onPlayerinBotLOS (very usefull, this way you can let bot do things when he sees a player.)
-onBotMount (to give them commands when they enter a vehicle)
-onBotUnmount (to give commands when unmounting a vehicle)
-onBotSpawn
-onBotDeath (hmm, similar to onZombieDeath which is included in Rotondo's zombie mod)
-onBotAttacked

And output events like:
-DoAnimation
-Jump
-Crouch
-Stop (would stop any action it plays like crouching, shooting, aiming, doing animations and of course moving)
-Aim
-Setappearance (a GOOD working one... so it won't switch back to standard bot looks)
-GetWeapon
-DropWeapon
-Move (Brick, Nearest player, Nearest Bot, Nearest Vehicle, Attacker (not included in Amade's... D:) and maybe more?)
-Attack (Shoot, Zombies, Enemy team, players, bots, vehicles, attacker (so he can defend himself, oddly not included in Amade's), Protect (which will let the bot attack anyone (Bots/players/vehicles) that are enemies for the player/bot/vehicle he follows)
-Follow (Just like move, but then continuously)

But after all, it's Space Guy's Mod.
Not mine. :cookieMonster:
« Last Edit: November 19, 2009, 03:52:22 PM by lordician »


Hey, ask Amade if you can just add your events to his pack.

Current events I've got:
onBotLoaded (when the brick is placed or when events are updated) Self, Minigame
onBotInjured (when shot etc.) Self, Projectile, Client, Player, Bot, Minigame
onBotDeath (When bot is killed) Self, Client, Player, Minigame
onBotKill (When it kills somebody else) Self, Client, Bot, Minigame
onBotSpawned (When the bot spawns) Self, Bot, Minigame
onBotLoseTarget (When the bot can't immediately see its move or fire target) Self, Bot, Minigame
onBotNoTarget (Triggered every 300ms while the bot has no target) Self, Bot, Minigame
onBotSeeFriendly (When an friendly player/bot/zombie is in a 90 degree cone) Self, Client, Player, Bot, Minigame
onBotSeeEnemy (When an enemy player/bot/zombie is in a 90 degree cone) Self, Client, Player, Bot, Minigame
onBotSenseProjectile (A bit unreliable, but when a projectile passes by the bot) Self, Projectile, Client, Player, Bot, Minigame

Brick Events
spawnBot (Spawns a bot on the brick with a set playertype, weapon and appearance)
respawnBot (Respawns the current bot)
deleteBot (Removes the current bot)
setBotMoveDestination (Set the bot to move to this brick)

Brick/Player Events
setBotMove (Moves the bot along a vector on the XYZ axis or relative to its facing)
setBotMoveObject (Set the bot to follow the player who triggered the event or a nearby player/bot/enemy)
clearBotMove (Stop the bot where it is)
setBotJump (Set the bot to jump on the spot or not)
setBotCrouch (Set the bot to automatically crouch or not)
setBotJet (Set the bot to jet upwards or not)
setBotFiring (Set the bot to force-fire where it's aiming or not)
setBotFireTarget (Set the bot to fire at the brick, the player who triggered the event or a nearby player/bot/enemy)
botWander (Move the bot in a random direction in the way it's facing)


onBotTouched and onBotActivated are possible, so I can try them.
onBotMount and onBotUnMount might work, but they usually just follow any commands they can when in a vehicle (e.g. a bot in a Jeep tries to drive to its move location it if in that seat or aim/shoot at enemies, a bot in a Pirate Cannon tries to fire it at enemies)
GetWeapon and DropWeapon aren't necessary. The bot can be set with a weapon when it spawns or it'll take the minigame items.
Bot appearances are set with the events. If you edit the events from "Default" to "Owner" appearance, it'll use your clothing as when you placed the brick. You can also clear the box in events which stores the data and then it'll store your avatar at that moment.
DoAnimation seems like more of a thing for a player event, not a bot events mod.
I do probably need a simple "aim" event other than firing at a specific brick or player, I might have a go.

Hey, ask Amade if you can just add your events to his pack.
My system is pretty much incompatible with his and I'd like it to stay as my own thing.

-snip-
Sounds fine to me. :)
But if you don't do a Doanimation event, we can't reproduce good talking bots. (talk animation)
Or, you need to create something like a talk event, wich causes the bot to aim at the target, and do the talking animation.
Like:
[OnBotActivated][Bot][Talk][(Nearest Player) ("Hey, what's up?")]

I don't understand how to put appearance and weapon on the way you describe, but i'll see.
As long as it is possible, i am fine.

OnBotMount and Unmount could be usefull in this manner:
You assign the bot to the location of the tank.
It jumps into it.
OnBotMount kicks in, and you assigned him to follow a player, or to go to a specific location.

Or, you can give the bot a temporily minigun, so it can shoot people from the helicopter you are driving/flying.


OnBotSee stuff is really helpfull, and i will love it for sure. :D


If there's no PlayAnimation that would be horrible D:

I need bots to sit or talk or jump or activate or whatever.

If there's no PlayAnimation that would be horrible D:

I need bots to sit or talk or jump or activate or whatever.
Yay, i am not the only one. :)

PlayAnimation is useful for those who want to use the bots as NPCs for RPG-type stuff.
My system is pretty much incompatible with his and I'd like it to stay as my own thing.
So you're basically going to take my mod's ideas, recreate them, release, and give me absolutely no credit?

PlayAnimation is useful for those who want to use the bots as NPCs for RPG-type stuff.So you're basically going to take my mod's ideas, recreate them, release, and give me absolutely no credit?
He had one back in V8. Is yours older then V8? If not, then technically yours was stealing his.