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Parabots

Posted: Tue Sep 16, 2008 9:26 pm
by $oldier Of Ra
Check the vid - New revolution in scripting!!

http://nl.youtube.com/watch?v=xr602gZzl2E

So before recently, making JV_bots do stuff through scripting (triggers etc) was impossible unless, through bdbodgers botmapper. Initially jv_bots were meant for tdm and obj, in particular the stock maps. (Bombs only)
So no real support for other objectives (docs etc...) and it also CANNOT make bots do/undergo commands until now only players could. It was all very limited!

This video displays merely a fraction of the possibilities that lie ahead. Now through recent scripting revolution concerning bots, we can
easily make them do any objective.

Coming soon, Snowy Night 2 with parabots and other maps with parabots!!



Thx to Cobra {SFX}, $or and proximo!!

Posted: Wed Sep 17, 2008 3:08 am
by bdbodger
The bots in JVbots can be scripted . You can use them and not run the bot script they will be the same as single player ai because that is what they are only with a custom file that enables the animations in MP . The bot scripts that JV wrote are scripts , you can write your own scripts and spawn pathnodes to make them work .

Posted: Wed Sep 17, 2008 12:02 pm
by $oldier Of Ra
Yes, I know. Campers, snipers, attraction triggers, bombcamps... There are a lot of possibilities. But 'scripting' like one would do for players (for servers) requires some scripting knowledge.

It's works the same way 'planting bombs' for bots works, but done completely independant, and because of that you can do more.

I spawned a trigger_use using your botmapper (I think but I did it in the .bot script anyways) and it still required me to add a special definition(different from the one used in the vid) to make it recognize bots triggering it.

By definition I mean local.entity = ... like you would use local.player = parm.other.

Posted: Wed Sep 17, 2008 11:06 pm
by bdbodger
What I ment is you can use the bots and forget everything else just use them like ai for single player . So that means forget about the botsmapper do all the scripting yourself . You can use runto walkto the patrol script what ever you need they do follow commands if you don't use any of the bot scripts .

Posted: Thu Sep 18, 2008 5:06 am
by $oldier Of Ra
Ah yes :) and then they are completely serverside as well, someone tried that already I think. I did study singleplayer maps for some scripting tricks.

Posted: Thu Sep 18, 2008 5:10 am
by bdbodger
well not completely server side the players still need a copy of jvbots on their machine . I am not knocking the parabots but they are done like jvbots . All ai mods need to enable the ai animations in MP . The way to do that is with a custom new_generic_human.tik or another tik as long as the ai tik uses that tik to enable animations . You may have seen this line at the end of the bot ai tik files

Code: Select all

$include models/human/multiplayer_generic_human.tik
The parabots will either have something simular to that or it is even possible to just put the animation aliases in to the the tik for the ai but it is easier to use another file and an $include statement .

Posted: Thu Sep 18, 2008 10:34 am
by $oldier Of Ra
Oh I see, no no, sorry I confused you, the parabots aren't script spawned bots, they are bots generated by jv_bots(in the vid, notice the jv_bots HUD on the right).

I just placed a special trigger on the allied spawnpoints (-> axisspawn and alliesspawn nodes in the botscript) that teleports them in the air, since jv put in a countermeasure which makes bots always spawn on the ground.

Then in the sky right under the place where they are teleported I placed a thin but huge special trigger that does the parachute stuff etc. I'll share all my notes and discoveries once I finish the document and prox finishes the maps we used it on.