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independent multiplay bots
Posted: Sun Apr 13, 2003 5:21 pm
by tltrude
I have a great Idea--I think. I found out that you can use the bots without respawn points by copying a preset bot and using a different targetname. Then you can place them anywhere you like on the map. They act more like normal AI and seem to use every node and hidding place around them. And they use their standard weapon too--like a pistol. I tried it with an officer, two workers, and two scientist bots (new bot type I added) and they all work great.
Anyway, if you use "hide" on some of these independent bots, you could use "show" if more human players join to fight them. There must be some way to script it--I hope.
BTW - I have the bot console turned off on my map and, using another jv_map script, players are not allowed to join the axis team. There are also no allied bots. If you guessed "obj_coop" game, you are right!

Hide & show no go
Posted: Wed Apr 16, 2003 1:43 am
by tltrude
Using hide/show on bots doesn't work well at all. You can't see them, but they are still there. It is better to add all the independent bots and then "remove" them if less people are in the game.
$worker1 remove
Posted: Fri Apr 18, 2003 12:23 am
by Sputnik
Thats a cool idea!! Any idea if you will release a map with these techniques applied???
Posted: Wed Apr 23, 2003 10:47 am
by Oddball_Woof
you have created a new BOT template, a copy of an existing one with just a new name. I must try it without spawn points myself as you can see despite doing exactly as instructed I still get multiple spawns in one sp and the bots are much less aggressive and dont search, whereas with normal are fine, The bots seem to have a problem with stairways the just wont use them whereas the same map same nodes AIs do, and thats with the original jv_bots.
what you can do just as with any AI is specify a weapon type or change the AI params to give them different characteristics so you can have a supersoldat officer killing machine or an 'allo allo' Herr Flick officer.
I have added new AI tiks with the Pacific bots I am working on I have about 15 at the moment.
But I want to package them with sounds and voices......a BIG problem
as I have only Allied MP dialogue in Janese at the moment and its tricky working out how to get them to work along side the originals.
Perhaps JV or you both a zillion times better script kings than me can take a look. I have rename ALL the files, pk3'd, tried creating dummy tiks, uberdialogue entires but I know I am not doing it right or missing stuff.
But all you will need to do is debug the script/tik side and work out how to get them into Bot maps and MP maps.
Once we have a template we can then add Auzzies, Brits whatever....if its possible of course. I have one Auzzie Bot as it is.
The serious problem I image is getting MOH to know which voicetype the player is using but surely this is no different than doing the same for AIs?
Anyway if either or both are willing to take a look I can link to the downloads.
Independent bots
Posted: Thu Apr 24, 2003 10:07 am
by tltrude
Well I, with jv_map's help, got the automattic difficulty working. It subtracts up to 8 indipendent bots depending on how many allied players there are (my map does not allow axis players) at the start of each round. At 5 and 6 players, it changes the axis bot skill levels. The second thread is started under level waittill spawn. Here is the code:
Code: Select all
//*** --------------------------------------------
//*** Automattic difficulty threads
//*** --------------------------------------------
getnumberallied:
local.j = 0
for(local.i = 1; local.i <= $player.size; local.i++)
{
local.player = $player[local.i]
if(local.player.dmteam == allies)
local.j++
}
end local.j
ibotadder:
wait 10
local.numallies = waitthread getnumberallied
if (local.numallies == 1)
{
iprintln "Automattic difficulty set for " (local.numallies) " players."
$worker1 remove
$worker2 remove
$science1 remove
$science2 remove
$patrol1 remove
$patrol2 remove
$patrol3 remove
$patrol4 remove
end
}
if (local.numallies == 2)
{
iprintln "Automattic difficulty set for " (local.numallies) " players."
$worker2 remove
$science1 remove
$science2 remove
$patrol2 remove
$patrol3 remove
$patrol4 remove
end
}
if (local.numallies == 3)
{
iprintln "Automattic difficulty set for " (local.numallies) " players."
$worker2 remove
$science2 remove
$patrol3 remove
$patrol4 remove
end
}
if (local.numallies == 4)
{
iprintln "Automattic difficulty set for " (local.numallies) " players."
$worker2 remove
$patrol4 remove
end
}
if (local.numallies == 5)
{
iprintln "Automattic difficulty set for " (local.numallies) " players."
level.jvbot_skill = 3
end
}
if (local.numallies >= 6)
{
iprintln "Automattic difficulty set for " (local.numallies) " players."
level.jvbot_skill = 4
}
end
For your stairway problem, you should give them somewhere to go (more nodes).
Posted: Sat Apr 26, 2003 4:18 am
by Oddball_Woof
It isnt a node problem, I think as JV says else where bots only really work well if they have an Obj. It also happens in Op centre too though, getting stuck on spiral type stair ways'
Try the same node set with normal AI and they are fine.
Bots need a routelist to nav stairs I think unlike AI.
Nodes
Posted: Sun Apr 27, 2003 9:30 am
by tltrude
I still think it is a matter of nodes because they follow the paths between nodes. So, if you don't have enough nodes for the stairs, the paths go through corners where the bots get stuck. Adding small amounts of actor clip could help too, because they seem to avoid it by a wide margin. Using less bot spawn points should help keep down traffic jam problems.
I only have one stairway and the bots spiral down it with no problem. It is wide and has a short wall at the top and railling at the bottom--with no actor clip. There is a route for it and a routelist to the bombs.
That one screenshot where two bots are stuck at a spawn point is a problem I have too.
Posted: Mon Apr 28, 2003 3:45 am
by Oddball_Woof
try a basic map with the same stairs without a route for it and a routelist you will prbably find they dont want to use stairs.
I have tried adding and subtracting nodes from 1 in the middle of the stairs to practically head to tail nodes.
I ought to try and get the path debug thing on it but I cant seem to find the console cmd anywhere in my stuff.
Perhaps like storms bridge problem the paths arent connecting down the stairs but then why do normal AIs have no problem?
TMT has been off all weekend whats going on?
I will try to sort out a map file to demonstrate the problem to You and JV so it can get checked out.
As for the spawn problem I wonder if an small actor clip brush at the spot or several might funnel the bots away from the spawn, they need a nudge to get them away from the spawn point.
Is there a way to script an object that causes AIs to move, throw a nade at a spawn huddle and they suddenly find some intelligence.
Perhap a script like the grenade or alarm script that moviates them can give JV or you some ideas, just dont have the panic anims.
So you could create a template spawn point, a script object which starts the 'JVBots_MOVEAWAY.SCR'
Jez I wish I knew something about scripting everything I am trying to do at the moment involves it and I am working in the dark of my own ignorance.
Posted: Mon Apr 28, 2003 5:52 am
by jv_map
ai_showroutes 1
I'll be looking into the problem

camp nodes
Posted: Tue Apr 29, 2003 6:48 pm
by tltrude
I thought the bots would automatically go to nearby "camp" nodes, but all of mine, that can, go streight to the bombcamp nodes. Maybe I have to many bombcamp nodes. The manual said to put at least 8, and my bomb room is too small for that many. So, four are just outside the doors to the room, but still target the bombs. It makes the game real hard with all the bots from the second and third floor constantly heading for the bombcamp nodes.
So maybe you could try adding a couple more bombcamp nodes to get your bots moving. For me, I think I need less bombcamp nodes so they don't go there untill a node is vacant.
Posted: Tue Apr 29, 2003 8:04 pm
by jv_map
Not enough camp nodes causes the bots to just stand still in place, not perform other tasks.
It's a better idea to decrease the bomb defend priority, using level.jvbot_tasks_priority[defendbomb]. Use a value smaller than one, e.g.
level.jvbot_tasks_priority[defendbomb] = 0.5
Add this line anywhere in your script file, you can change task priorities real-time 8)
Yep
Posted: Tue Apr 29, 2003 10:39 pm
by tltrude
Yes, that did help. Now, if I can only get those first foor bots moving... So, far the only one that moves up there is the independent "commander" bot. The two spawnpoints up there just collect 2 or 3 headed bots, and they wont move untill you kill off all but one. I still haven't got them to go near the ladder hatch, or defend the enterance stairs.
Posted: Tue May 06, 2003 5:19 am
by small_sumo
Good on ya tltrude, I want to achieve the same thing. I was thinking of tricking the bots by putting bomb camp nodes at iether end to make them always collide and the idea is for the playes to advance that collide point or "front line ... zer russian frunt! if you will" till you reach the end of the level. To make it interesting I will add enemy tanks flak88s etc along the way, mg nests too and snipers regular ai.
One final thing asside from the block players choosing axis, is that at the end of the level to hit a trigger that will shut down the bots and then you have to deal with a major nest of baddies (regular ai) once you finnish that you get victory and maybe play an avi or something change level and continue in the same vein.
What are my chances?
Posted: Tue May 06, 2003 6:22 am
by jv_map
Hmm well it may as well be faster and more efficient to use independent multiplay bots like tltrude's for this.
But it is possible to do this with bots, just remember bots are not all that hard to defeat when they're running. Especially not if you shoot them from behind (will be improved in the next version).
Target Range Tutorial Map
Posted: Fri May 16, 2003 11:22 am
by tltrude
I added independent bots to a target range tutorial map. Four of them run back and fourth behind a big window. I used waypoints and random timers for them. There are also 6 bots that shoot back at you, in another room. Here is where to get it.
/forum/viewtopic.php?t=2874