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Posted: Tue Jan 13, 2004 7:37 am
by jv_map
The accuracy for the next bot version will be completely different from that of previous versions :)

Distance, target speed, bot speed, recoil and pain are now taken into account :).

Posted: Wed Jan 14, 2004 1:54 am
by small_sumo
Exellent and they will be adjustable in script I'm sure.

My appologys Krane

Posted: Fri Feb 20, 2004 6:32 am
by M&M
FREE4ALL MAYHEM :twisted: ,i hope its possible 2 make bots from the same team shoot at other same team bots in free 4 all,that would be sooo coool.ofcourse with the bot scores comin up this could be great .

Posted: Fri Feb 20, 2004 8:52 am
by small_sumo
If we wanted to do a dm thing what code do we need so they know what team they are on, the ai that is.

Thanks mate.

Posted: Wed Feb 25, 2004 7:03 pm
by M&M
any ETAs (estimated time arrival)? :? with probable features ?.o ris it just the 1st few steps like making a notepad file with the name of the new scripts :P

sumo :were u asking me?probably not but if u were i know next 2 zero about scripting :wink:

Posted: Wed Feb 25, 2004 9:06 pm
by jv_map
Well I'm focusing my efforts on the modern-warfare tc first... when that will have been released I'll probably get back to work on the bots 8-)

Posted: Thu Feb 26, 2004 7:51 am
by small_sumo
This modern-warfare tc better be red hot then.

;)








:oops:

Posted: Wed Mar 10, 2004 4:11 am
by omniscient
IM late and i didnt read the 6 pages. but POD bot for COutnerStrike 1.5 was BOMB!!!! should definitely looks at that cuz i have os much fun with it at school (shh)

Posted: Wed Mar 10, 2004 5:37 pm
by M&M
should definitely looks at that cuz i have os much fun with it at school (shh)”
lol,i wonder how u get so much free time ?what kind of school is this.seems like u got alot of free time in ur hands there ,y wasnt my school like that :evil: .

anyways,jv u mentioned something about a bot that can place its own pathnodes .but u said
This is theoretically possible but I'm a little (=very) worried about the CPU requirements for in-script pathfinding....
then u said
I've already made a 'compiler script' that does this for you. You can just relax and lay back while your pc is working hard to make a pathnode grid
so does it need alot of cpu power? i have a lan ,and it would be very cool if we can boost the numbers on any map that get played on lan parties .maybe u should release it 2 ?

Posted: Mon Mar 22, 2004 4:21 am
by kai0ty
hehe aparently i shudnt have that free time cuz my spelling really sucked in that post lol. its a comp class but the teacher is kinda blind so i can just play and he doesnt notice.

Posted: Mon Mar 22, 2004 8:15 am
by jv_map
Well M&M the compiler script is usually busy for about 30 minutes to determine where to place 'pathnodes'. Then it dumps good pathnode locations to a logfile, which you should simply rename to 'mymapname.nav' so the actual bot script can read this file and 'place' pathnodes accordingly :)

Posted: Tue Mar 23, 2004 10:45 am
by small_sumo
This sounds pretty good are u still working on it?

Posted: Mon Mar 29, 2004 12:07 pm
by M&M
This sounds pretty good are u still working on it?
ive been waiting 4 a reply 2,i guess u havent seen the topic .i know ur busy with modern warfare and all ,but it would be nice 2 give us a rough estimate as 2 when 2 expect it and any other news about it.i could do the testing if u want on my lan if its still untested :wink: .

Posted: Mon Mar 29, 2004 2:31 pm
by small_sumo
Yeah we just be patient, he is fully under the pump with those guys, he is doing all the hard stuff not that he would admit that but he is. When they release he will prolly get round to botting.

:)

Posted: Sun Apr 04, 2004 8:48 pm
by M&M
yeah,i know he is real busy .i just wanted a reply ,not the bots :lol: .i am patient ,just anxious to see the bots :wink: