Request new bot features here!
Moderator: Moderators
way to go jv, i''m sure the bots are grateful ,but you may want to keep those numbers off the media
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?

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?
Small update on bot progress
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?

Anyway stay tuned for more updates
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
Here's a small pic not much to see but a post w/o pic would be kinda boring wouldn't it?

Anyway stay tuned for more updates
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??
ps: can you enable/disable bot routes through scripting?
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??
ps: can you enable/disable bot routes through scripting?
cassidy wrote:So the bots now move at different runspeeds, depending on the weapon?
Yes
YesDid you fix the strafing speed as well? (in the beta version they strafed way too fast)
Yes... and they also bash with it if you aren't too carefulWhat do you mean by "bots can now switch weapons"?
Do you mean we're gonna get some pistol action in close quarters??![]()
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 behindps: can you enable/disable bot routes through scripting?
jv_map wrote: I've had bots calculate 'sneak' paths around me to attack me from behind
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.
Rock on
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
(I'm doing some optimizing though).

