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small_sumo
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Post by small_sumo »

Its like they shoot grenades out of theyre armpits, I like it. Its like they had special training so secret no-one ever heard of it. A very specialised technique.

:D

jv your bots rock dude
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Yeah Truth above Honor Man ;)
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martijn_NL
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Post by martijn_NL »

When i'm running jv-bots on my pc, the fps drops enormous, can you make the bots so, that it takes less from a pc to run on it. By the way i don't have a bad pc. Geforce 4 ti 4400, AMD Atlon 1700+ 512 mb ram. I can run mohaa in its best, but with the bots, the fps drops sometimes to 10 instead of 60.
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Daniel_NAD
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Post by Daniel_NAD »

I wish that in the next bot version there is

1- a scoreboard ( already working on )
2- View bot's when your spectating
3- Bot's names come up when you hover over them.

So if someone TK's you you can hunt the B*astard down :D
If a job is worth doing then it's worth doing well!
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m0g
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Post by m0g »

Responding to voice commands!
Like you go:

' - Squad, attack right flank' (v+1+3)

and they'll answer: - Yes sir! (v+3+1)

A stupid thing but it would be funny :wink:
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Alcoholic
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Post by Alcoholic »

or what if they taunt the enemy! like if someone on the other team was shooting, and they kept missing, they should say, "ive seen french school girls shoot better!"
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m0g
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Post by m0g »

Alcoholic wrote:or what if they taunt the enemy! like if someone on the other team was shooting, and they kept missing, they should say, "ive seen french school girls shoot better!"
LOL, even better then my suggestion!
jv_map
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Post by jv_map »

Daniel_NAD wrote:I wish that in the next bot version there is

1- a scoreboard ( already working on )
2- View bot's when your spectating
3- Bot's names come up when you hover over them.

So if someone TK's you you can hunt the B*astard down :D
No 1 and 2 are likely to be implemented in v1.11 or v1.2 (don't know yet ;)).

I'm not sure if I can do the third thing. :?
m0g wrote:Responding to voice commands!
Like you go:

' - Squad, attack right flank' (v+1+3)

and they'll answer: - Yes sir! (v+3+1)

A stupid thing but it would be funny :wink:
This would be a very neat feature which could work with cvars like console commands. However in this case clients have to set server variables (since the script runs on the server) and I don't think this is possible :(
Alcoholic wrote:or what if they taunt the enemy! like if someone on the other team was shooting, and they kept missing, they should say, "ive seen french school girls shoot better!"
They already do that. They also say 'thanks' if you saved their *ss. :)
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Daniel_NAD
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Post by Daniel_NAD »

m0g, i dont know what version of bot's you got but when i say COVER ME the bot's always say YES sir or I'll cover you.

Also, i ran into a room with a friendly bot before, and he was getting sprayed from across the other side of the room by 2 axis bot's, so i ran in and BANG BAND got both axix bot's down, and the bot replied saying, Thank's , I owe you one

Im not lying saying this, it's like playing with human players, except the bot's sometimes stand there shooting at a wall :lol: :roll:
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Bjarne BZR
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Post by Bjarne BZR »

After converting the "Vemork factory" map to use bots, I've fund a thing that I would like to se in coming versions of the bots:
I'd like bots to be able to get to places that are lower than 116 units... like a "crawl" node to tell the bots that you must "get down" to get to that node. Basically I vould like to see bome bots come crawling out of the air vents in Vemork :shock: :D
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jv_map
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Post by jv_map »

Bjarne BZR wrote:After converting the "Vemork factory" map to use bots, I've fund a thing that I would like to se in coming versions of the bots:
I'd like bots to be able to get to places that are lower than 116 units... like a "crawl" node to tell the bots that you must "get down" to get to that node. Basically I vould like to see bome bots come crawling out of the air vents in Vemork :shock: :D
Yeah should be possible like ladders. I'll try some in your map :).
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Daniel_NAD
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Post by Daniel_NAD »

Where can i get the vermork factory???

or is it not open for download?
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C06alt
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Post by C06alt »

I just want to say great work on the bots so far jv_map.
And as for improvments I think it would be nice if the bots
moved at Human player speed insted of the default slightly
slower Mohaa Ai speeds. This might help the bots follow the player too.

Also I think there hearing is not the best
Currently you can walk behind them and as long as you stay out
of there veiw cone and dont attack them they will not notice you.
Maybe they should respond better to footsteps
and gunshots doors opening and closing ect.
If possibil.
If you do decide to use a hearing system I would ask that
you try to make it so that if there are A lot of players or bots around
the listening bot, it would make it less likley for him to hear a player.
This would simulate battle tunnel vision or tunnel hearing in this case that even the best human players are prone too.
Also as a bounus it may reduce CPU requirments in heavy AI encounters.


Keep up the great work.
Last edited by C06alt on Sun Jul 06, 2003 4:02 pm, edited 2 times in total.
Bjarne BZR
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Post by Bjarne BZR »

Daniel_NAD wrote:Where can i get the vermork factory???
or is it not open for download?
The BOT version is not complete yet... actually, it is... but the BOTS are not ( Basically there is an error in the current bot version that was discovered when JV helped me with the trigger objectives. So I'm waiting for him to release a new version ).

But I could release a BETA version of it if anyone wants to take a look... if its OK with jv that I release the jv_bot01_update1.pk3 that contains the fix.

Is that OK jv?

( all released maps from "The Rjukan project" is available here )
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HappyChappy_7000
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Post by HappyChappy_7000 »

It would be cool if the bots could navigate by themself without pathnodes.
Then you could put bots in Stock Maps
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jv_map
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Post by jv_map »

HappyChappy_7000 wrote:It would be cool if the bots could navigate by themself without pathnodes.
Then you could put bots in Stock Maps
This is theoretically possible but I'm a little (=very) worried about the CPU requirements for in-script pathfinding.... :?
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