Page 10 of 13
Posted: Wed Aug 04, 2004 3:11 pm
by At0miC
Posted: Wed Aug 04, 2004 4:01 pm
by cassidy
....ever?

Posted: Wed Aug 04, 2004 5:16 pm
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

Posted: Wed Aug 04, 2004 9:37 pm
by m4rine
well he don't get paid, its all voluntary, i think its amazing jv even bothers!!!

Posted: Thu Aug 05, 2004 2:20 pm
by jv_map
Yay I finally got the death anims working properly
(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

)
Posted: Thu Aug 05, 2004 4:44 pm
by cassidy
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?

Posted: Thu Aug 05, 2004 5:13 pm
by M&M
cool ,the bots just rock .and jv rocks even more caus he frankestiened them

.
They make wonders on small lans ,id love to see them fight in free 4 all too.
Posted: Thu Aug 05, 2004 5:16 pm
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

Small update on bot progress
Posted: Tue Aug 10, 2004 8:00 pm
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?
Anyway stay tuned for more updates

Posted: Mon Aug 16, 2004 9:05 pm
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??
ps: can you enable/disable bot routes through scripting?
Posted: Mon Aug 16, 2004 9:17 pm
by jv_map
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??
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

Posted: Tue Aug 17, 2004 2:46 am
by lizardkid
*bows to the ultimate scripter jv*
*jv is my new god*
*bots are his little priesty thingie guys*
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!
Posted: Tue Aug 17, 2004 7:58 am
by cassidy
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

Posted: Tue Aug 17, 2004 8:13 am
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

(I'm doing some optimizing though).
Posted: Tue Aug 17, 2004 6:05 pm
by cassidy
Can you use the self.botenemy.velocity variable?
if (self.botenemy.velocity > walking_speed)
{give enemy coordinates}
or sth similar.