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At0miC
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Post by At0miC »

:lol:
cassidy
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Post by cassidy »

....ever? :(
M&M
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Post by M&M »

lol leave jv alone lol - jv just say if they nag u any more they will be no bots EVER! that'll shut 'em up...
m4rine ,u have earned yourself a place on my hitlist :x :P
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m4rine
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Post by m4rine »

well he don't get paid, its all voluntary, i think its amazing jv even bothers!!! :lol:
"We must become the change we want to see in the world" (Mahatma Gandhi)
jv_map
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Post by jv_map »

Yay I finally got the death anims working properly :D

(though I feel a bit sorry for the bots I used for testing it... I disabled their brains first so they wouldn't walk away and then wasted 100s of em :oops: )
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cassidy
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Post by cassidy »

way to go jv, i''m sure the bots are grateful ,but you may want to keep those numbers off the media :wink:

Do consider adding a small adjustable delay between the time they notice you and actually shoot you.

And it'd be great if you could someway make their pathnodes a bit random.
(maybe make more sets of pathnodes and choose one of them at roundstart, scripting-wise?)

Another thing i'd noticed, when the axis reach their rally point, they all occupy the same spot and do nothing. They don't even shoot you. Maybe give them another rally point when they reach the first one?

:D :D :D
M&M
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Post by M&M »

cool ,the bots just rock .and jv rocks even more caus he frankestiened them :wink: .
They make wonders on small lans ,id love to see them fight in free 4 all too.
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jv_map
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Post by jv_map »

The rally state is no longer there... I'm doing the objectives a bit different now so they are more easily customizable and the bots can quickly adopt new maps :wink:
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jv_map
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Small update on bot progress

Post by jv_map »

Small update on bot progress

Yay I made a couple of new things for the bots so far:
- 4 new states (ai_sniper, ai_grenadeattack, ai_grenadeflee, bsq_waypoint)
- bots now move as fast as players
- bots can now switch weapons
- bots now use scripted pathfinding, which in the future might allow them to do special moves like climb a ladder or crouch through a vent... also this gives me much better control over the bots in general.

Well that's it basically, especially the new pathfinding and faster runspeed of the bots were very hard to make (at least for me) with bots continuously getting stuck at the weirdest spots, running into walls and falling through the map frequently :( but that seems to be fixed now :)

Here's a small pic not much to see but a post w/o pic would be kinda boring wouldn't it?

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Anyway stay tuned for more updates ;)
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cassidy
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Post by cassidy »

Way to go JV!

So the bots now move at different runspeeds, depending on the weapon? Sounds great. Did you fix the strafing speed as well? (in the beta version they strafed way too fast)

What do you mean by "bots can now switch weapons"?
Do you mean we're gonna get some pistol action in close quarters?? :shock:


ps: can you enable/disable bot routes through scripting?
jv_map
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Post by jv_map »

:D
cassidy wrote:So the bots now move at different runspeeds, depending on the weapon?

Yes :)
Did you fix the strafing speed as well? (in the beta version they strafed way too fast)
Yes :) though I think it has to do with human players usually strafing and moving forwards simultaneously whereas bots would only strafe... human players can strafe much faster if they aren't moving forward or backwards... anyway I changed it so bots now also sometimes move forward when strafing :)
What do you mean by "bots can now switch weapons"?
Do you mean we're gonna get some pistol action in close quarters?? :shock:
Yes... and they also bash with it if you aren't too careful ;)... the bot on the screenshot is actually holding a pistol but it's kinda hidden behind the green text.
ps: can you enable/disable bot routes through scripting?
Well I'm still developing the routing system as to allow bots to do more advanced moves than only run (like crouch through a vent, climb a ladder, open a door, fall off a ledge... maybe also jump later) so I can't really give any promises yet. Pathfinding-wise pretty much everything is possible now though, for instances I've had bots calculate 'sneak' paths around me to attack me from behind :)
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lizardkid
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Post by lizardkid »

*bows to the ultimate scripter jv*

*jv is my new god*

*bots are his little priesty thingie guys*

:D

so when is an expected Bots 2 beta 2 coming out? as a 'consumer' i'm always ready to try out all this sneakiness and bashing. a bash war with bots! wow!
cassidy
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Post by cassidy »

jv_map wrote: I've had bots calculate 'sneak' paths around me to attack me from behind :)
:D :D :D

If it wasn't for these bots, i'd have quit playing mohaa a long time ago.

Do the bots still see through walls?
Do you think you can make them "listen" instead?
Something like

if (player.is.not.walking AND player.within.bot.radius)
givebot(player.coordinates)

If it isn't too much fuss, you could give them the coordinates of a door, each time one opens. This could make V2 a lot more fun.

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jv_map
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Post by jv_map »

Yeah they still see through walls but I can change that... same for hearing though it would be quite a bit of work (whether a player is walking/running/shooting is not readily available from script) but it is possible at least :) I'm just a little worried about cpu usage as they do have a very big performance impact yet :oops: (I'm doing some optimizing though).
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cassidy
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Post by cassidy »

Can you use the self.botenemy.velocity variable?

if (self.botenemy.velocity > walking_speed)
{give enemy coordinates}

or sth similar.
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