Bots dancing infront of enemy, need help here

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raiser
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Bots dancing infront of enemy, need help here

Post by raiser »

When bots came to long distance aiming range, its stand and crouch at the same time (look like dancing, lol) but never decide to shoot even target locked. I have tried to make adjustment for the local sight list and
local.maxsight but all invale. Need some advice, thks :wink:
This all happens in the map name lakeside.
jv_map
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Post by jv_map »

Yep I think I know what you're talking about.... the bots are often a bit indecisive :( not sure if I can do anything about it as most of the combat characteristics are completely handled by untouchable game code :?
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Post by raiser »

Okay, then I make the bots run nearer to the enemy. Thks otherwise I might spent lot of time trying to admend this bugs. :D
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raiser
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Post by raiser »

Hi, Admin and everyone. Have u guys notice that the bots hate ladder? I notice that they become weaponless after climing the ladder. Thus this made them easy target. I hope this will help by just adding simple line in special_ladder.scr and special_ladder2.scr

self weaponcommand mainhand attachtohand mainhand
self anim ("ladder_" + local.dir + "_getoff")
self waittill animdone
self.reloadinit = 1

Now they have their weapons after climping the ladder. Hope its work for others. Sorry for my bad english :oops:

Cheer :D
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raiser
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Post by raiser »

Incase I misled other, find these line


self anim_noclip ("ladder_" + local.dir + "_getoff")
self waittill animdone




replace with these

self weaponcommand mainhand attachtohand mainhand
self anim ("ladder_" + local.dir + "_getoff")
self waittill animdone
self.reloadinit = 1
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Post by jv_map »

Hmm interesting :? thanks :)
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raiser
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Post by raiser »

It Was My Mistake........... DUN FOLLOW THE ABOVE INSTRUCTION!!!

Just delete "self holster" in special_ladder.scr alone will do.


*/
ladder_climb local.dir local.bottomnode local.topnode:
self holster

if(local.dir == up)

change to


*/
ladder_climb local.dir local.bottomnode local.topnode:
//self holster

if(local.dir == up)



Leave the special_ladder2.scr alone. I'm surprise no one point out my mistake. SORRY :roll:

It work well in MOH Break Through as I have been observing the bots for several hours. I'm quite upset when I saw some bots running around unarmed until I saw what the cause of it. Now the bots are armed all the time. Lakeside is a good map for testing bots. It will be more fun if the bots can use new weapons.
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raiser
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Post by raiser »

I finally mangage to add new weapon "sten" by adding sten.tik and sten_smg folder in jv_bots01.pk3. And of couse need to make adjustment in some ***.scr files. Now its get more interesting :P (Going to add more New MOD weapons, hehehe)

Jv.Map you are the best. Hope you can considerate of doing the same thing in Call of Duty.
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Post by M&M »

just a question ,y dont u add ur weapon in ur own .pk3 instead of jvs?that way u can keep track of all that u added instead of searching thru all pk3s!!!or at least 2 know what is urs and what is jvs
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Post by raiser »

Well, I did have lot of "fake" .pk3 and sometime get confuse too. But I will try to compile them once I'm done.

I trying to find why some of my weapons tracers didnt work. The bar use to have tracers when I mod them. :cry:
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Post by kai0ty »

jv did u happen to get ur name form jv_mp?????
There are only 10 kinds of people in this world; those who know what binary is, and those who don't.
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Post by jv_map »

kai0ty wrote:jv did u happen to get ur name form jv_mp?????
Nope, the other way around :wink:
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raiser
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Post by raiser »

I have done a simple map but have trouble about the script. The allies bots only go to sniper spot but not bomb site. And 1 more thing is that after the next round the bots all gone, have to wait about 1 min before the bots appear :? Please correct my script below....Thks :wink:

------------------------------------------------------------------




main:

level.script="maps/obj/obj_raiser_land.scr"
//exec maps/obj/obj_lakeside_ai_precache.scr
exec global/DMprecache.scr
exec global/exploder.scr::main
exec global/ambient.scr m6l3lakeside

level waitTill prespawn
level.targets_to_destroy = 1
///////////////////////////
/// Game paramiters ///
//////////////////////////
level.dmrespawning = 1 //set 1 for repawning or 0 for no respawing
level.clockside = kills //set allied, axis, draw or kills
level.dmroundlimit_allowoverwrite = 1 // allows the bot timmer to enable a win
level.dmroundlimit = 0 //round time limit
waitthread level.jvbot_main_script::addtask trigger 1 // 1 is the same importance as bombnode
//level.routelist[allied_route] = table_bomb
//level.routelist[axis_route] = table_bomb
level.bomb_damage = 200
level.bomb_explosion_radius = 640
level.clockside = axis // axis, allies, kills, or draw
level.defusing_team = "axis"
// Allies will try to plant the bombs
level.planting_team = "allies"
level.jvbot_tasks_priority[defendbomb] = 0.5
level.jvbot_tasks_priority[attackbomb] = 2.0
level.jvbot_tasks_priority[sniper] = 0.1

//thread global/died.scr::died_setup // sets up the script for killing player in water

$world farplane 5000
//$world farplane_color (0.6 0.51 0.45)
//$world farplane_cull 20


$bomb thread global/jv_obj_dm.scr::bomb_thinker
level.alliesbots = 8 // set for the number of bots
level.axisbots = 8 //set for the number of bots
waitthread global/jv_bots/jv_mp_ai.scr::addroute triggernode
waitthread global/jv_bots/jv_mp_ai.scr::enable 0 0 1 0
while !(level.roundstart)
wait 0.1

waitthread level.jvbot_main_script::addtask trigger 1 // 1 is the same importance as bombnode


//////////////////////
// bot priorities //
//////////////////////

allies_win:


while($bomb.exploded != 1)
waitframe

teamwin allies



while !(level.roundstart)





end
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raiser
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Post by raiser »

Ok, I finally manage to get bots for setting bombs. But after 1 round match, the bots stop spawing. Need to wait for about 1 min for bot respawn. :shock:
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raiser
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Post by raiser »

MMMM.... I have done it!!!! So pretend I never ask. :lol: Boy am I a fast learner.
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