Bots for Free For All?
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Bots for Free For All?
Just a noob question here. Is it possible to add bots to a free for all game? If so, how do I do that?
Thanks,
'RAt.
Thanks,
'RAt.
- MasterMind
- Major
- Posts: 316
- Joined: Thu Jul 15, 2004 12:10 am
If you dont know how to add bots at all go to http://www.planetmedalofhonor.com/freebrief/
it will show you how to add bots to team match maps there, but I dont know if it will show you how to add bots to free for all maps
btw welcome to the forum!
it will show you how to add bots to team match maps there, but I dont know if it will show you how to add bots to free for all maps
btw welcome to the forum!
Jesus built us a bridge, with 2 boards and 3 nails.
- MasterMind
- Major
- Posts: 316
- Joined: Thu Jul 15, 2004 12:10 am
Re: Bots for Free For All?
You should just edit the bot script. Find a way to delete the part in the script that makes the bots not shoot team mates.Packrat wrote:Just a noob question here. Is it possible to add bots to a free for all game? If so, how do I do that?
Thanks,
'RAt.
Jesus built us a bridge, with 2 boards and 3 nails.
First of all bots need pathnodes or you must have a .pth file for the map you are useing . Then you can spawn the bots without useing the bot scripts . If you don't make the players either german or american then the bots will attack everyone . It is better if you have some kind of script to have the bots attack the players so they just don't stand there waiting for a player to pass by . Some thing like
local.guy = $player[randomint($player.size)+1]
while( self && isalive local.guy && local.guy.dmteam != "spectator" )
{
if(vector_length(self.origin - local.guy.origin) > 200)
self runto local.guy
waitframe
}
If the bot runs into another player it will attack that player . If you need help makeing a .pth file click on my sig and download the bodger_nodes.scr and put
exec global/bodger_nodes.scr
into a copy of the map script you want to use it for then start the map from the maplist is ok . Press the firebutton and run around the map as you do that you will see coronas spawned where ever you go . Once you have covered every part of your map with coronas you open the console and type writescript 1 into the console . That will write a script for you to paste into the level script sorta like this
like that after you run it at least once you will have a .pth file in the dm directory . Then you can delete those lines .
local.guy = $player[randomint($player.size)+1]
while( self && isalive local.guy && local.guy.dmteam != "spectator" )
{
if(vector_length(self.origin - local.guy.origin) > 200)
self runto local.guy
waitframe
}
If the bot runs into another player it will attack that player . If you need help makeing a .pth file click on my sig and download the bodger_nodes.scr and put
exec global/bodger_nodes.scr
into a copy of the map script you want to use it for then start the map from the maplist is ok . Press the firebutton and run around the map as you do that you will see coronas spawned where ever you go . Once you have covered every part of your map with coronas you open the console and type writescript 1 into the console . That will write a script for you to paste into the level script sorta like this
Code: Select all
// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED
level.botnode[0] = spawn info_pathnode origin ( -2304.000 1280.000 68.160 ) spawnflags 4
level.botnode[1] = spawn info_pathnode origin ( -2179.238 1248.246 56.125 ) spawnflags 4
level.botnode[2] = spawn info_pathnode origin ( -2054.313 1220.357 56.125 ) spawnflags 4
level.botnode[3] = spawn info_pathnode origin ( -1919.615 1197.492 56.125 ) spawnflags 4
level.botnode[4] = spawn info_pathnode origin ( -1788.888 1225.120 70.780 ) spawnflags 4
level.botnode[5] = spawn info_pathnode origin ( -1686.710 1311.112 96.132 ) spawnflags 4
level.botnode[6] = spawn info_pathnode origin ( -1579.531 1388.538 103.578 ) spawnflags 4
level.botnode[7] = spawn info_pathnode origin ( -1447.644 1365.926 96.921 ) spawnflags 4
level.botnode[8] = spawn info_pathnode origin ( -1352.826 1287.067 92.585 ) spawnflags 4
level.botnode[9] = spawn info_pathnode origin ( -1242.294 1250.492 49.247 ) spawnflags 4
- small_sumo
- Lieutenant General
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- Contact:
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
In answer to Packrat I believe it is possible but I havent done it, just set up the teams (or no teams if dm) and you can use proper mp ai by spawning them with commands to run here and there and respawn them if them die giveing you the nonstop fragathon you kiddies liek so much. Jv's bots need an objective to work, spawning runners is you should need to do for a dm style of game. I have guys spawning and respawning on death in the stalingrad map I did with Gen cobra, have a look at the code and the map.
Bye

Bye
The only reason to use JVbot this way is so you can tell whoever wants to play to just get JVbots and play . Any way you do it will require some kind of download or at least all players must have thier ai animations enabled . JVbots is a comman set of ai so the files on both server and client will be the same . I am not saying you need to make a bot map just that for the animations to work if both client and server have JVbots then you can use the ai from that to make it work and you don't need to use the bot scripts just the ai 's

