JvBot questions
Moderator: Moderators
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
JvBot questions
Ello jv!
I got some questions for ya about your exelent bots:
What configurations can I do to the bot system?
Can I set the skill level in the .scr file? How?
Can I configure detailed properties of the bots in the .scr file, like reaction times, running speed, awareness, "eye sight" and stuff like that? How?
/Bjarne
I got some questions for ya about your exelent bots:
What configurations can I do to the bot system?
Can I set the skill level in the .scr file? How?
Can I configure detailed properties of the bots in the .scr file, like reaction times, running speed, awareness, "eye sight" and stuff like that? How?
/Bjarne
Well the most important ways of modifying their configuration are changing their task priorities and weapon biases as discussed in the manual. You can do a lot more, but this is kinda much more difficult.
You can set the skill level in your map's .scr file using level.jvbot_skill. You cannot change detailed properties of the bots with the current scripts. Note that vision distance depends on the gun used.
You can set the skill level in your map's .scr file using level.jvbot_skill. You cannot change detailed properties of the bots with the current scripts. Note that vision distance depends on the gun used.
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
R U considering making the skills into more "fine grained" variables in future releases? Like changing only their reaction speeds, or aim with separate level.jvbot_skill_reaction and level.jvbot_skill_aim?
Or will you add skill levels above 4 ( probably simpler for both U and us ) ?
/Bjarne
PS: As someone mentioned that my obj/vemork_factory is so large that 30 soldiers per side would be a good idea, I'm now in the process of inserting your exelent bots
But the dudes I play with are hardened soldiers and will need some resistance: Thus the constant naging on my part about increasing BOT reaction times...
Or will you add skill levels above 4 ( probably simpler for both U and us ) ?
/Bjarne
PS: As someone mentioned that my obj/vemork_factory is so large that 30 soldiers per side would be a good idea, I'm now in the process of inserting your exelent bots
But the dudes I play with are hardened soldiers and will need some resistance: Thus the constant naging on my part about increasing BOT reaction times...
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Oh... one more thing:
Is there an easy way of scripting:
-There must always be at least X players in Allies and Y players in Axis.
- If there are fewer players, spawn BOTS until X and / or Y is reached.
- If additional players enter a team, remove BOTS until X and / or Y is reached or no BOTs remain.
?
If there is no easy way, is there a hard way?
If there is no hard way, is there a way?
If there is no... never mind...
Is there an easy way of scripting:
-There must always be at least X players in Allies and Y players in Axis.
- If there are fewer players, spawn BOTS until X and / or Y is reached.
- If additional players enter a team, remove BOTS until X and / or Y is reached or no BOTs remain.
?
If there is no easy way, is there a hard way?
If there is no hard way, is there a way?
If there is no... never mind...
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Spezialeinheit en route but they took the hard way
You can run spawner scripts directly from your map script or make the bot script run them whenever bots are enabled. For the latter, use level.jvbot_spawner and set it to the spawner filename suffix (default 'plain').
Well the only way of doing this is to write your own spawner script (take a look at spawner_plain.scr). Would be pretty complicated I'm afraid.Is there an easy way of scripting:
-There must always be at least X players in Allies and Y players in Axis.
- If there are fewer players, spawn BOTS until X and / or Y is reached.
- If additional players enter a team, remove BOTS until X and / or Y is reached or no BOTs remain.
You can run spawner scripts directly from your map script or make the bot script run them whenever bots are enabled. For the latter, use level.jvbot_spawner and set it to the spawner filename suffix (default 'plain').
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
That does not look that hard at all ( the spawner_plain.scr is one of the smallest .scr's in the BOT installation
)... my handicap here is that I have no idea how to find or access game variables, such as players. And have no idea how to check for players leaving or entering... the language definition in the Radiant installation is good but it gives no clue on how to implement API:s into the game... is there any tutorial / manual on this subject?
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:
Thanx... is there a way to find all these "magical" variables without asking the wizards? Like a list / tut / manual ?
I guess this is a Player object or something ( as described in the g_allclasses.html supplied with Radiant ) ?
I could do wounderous things if I just knew the the entity names and types...
I guess this is a Player object or something ( as described in the g_allclasses.html supplied with Radiant ) ?
I could do wounderous things if I just knew the the entity names and types...
-
Bjarne BZR
- Site Admin
- Posts: 3298
- Joined: Wed Feb 05, 2003 2:04 pm
- Location: Sweden
- Contact:

