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Bots for Free For All?

Posted: Sun Dec 05, 2004 4:23 pm
by Packrat
Just a noob question here. Is it possible to add bots to a free for all game? If so, how do I do that?
Thanks,
'RAt.

Posted: Sun Dec 05, 2004 7:56 pm
by MasterMind
If you dont know how to add bots at all go to http://www.planetmedalofhonor.com/freebrief/

it will show you how to add bots to team match maps there, but I dont know if it will show you how to add bots to free for all maps

btw welcome to the forum! :D

Posted: Mon Dec 06, 2004 8:35 am
by Packrat
Thanks Mastermind. I already checked it...will consult again.

Posted: Mon Dec 06, 2004 3:07 pm
by Seraphim
Hmm, I read on fewzz website, he is realising all maps bot compatibl in his real-war mod. But I'm surley not able to download 400mb yet :cry: so hope the maps will realesed elswhere too :?

But wait, get dsl here this month 8-)

Re: Bots for Free For All?

Posted: Mon Dec 06, 2004 5:55 pm
by MasterMind
Packrat wrote:Just a noob question here. Is it possible to add bots to a free for all game? If so, how do I do that?
Thanks,
'RAt.
You should just edit the bot script. Find a way to delete the part in the script that makes the bots not shoot team mates. :)

Posted: Tue Dec 07, 2004 5:13 pm
by bdbodger
First of all bots need pathnodes or you must have a .pth file for the map you are useing . Then you can spawn the bots without useing the bot scripts . If you don't make the players either german or american then the bots will attack everyone . It is better if you have some kind of script to have the bots attack the players so they just don't stand there waiting for a player to pass by . Some thing like

local.guy = $player[randomint($player.size)+1]

while( self && isalive local.guy && local.guy.dmteam != "spectator" )
{
if(vector_length(self.origin - local.guy.origin) > 200)
self runto local.guy

waitframe
}


If the bot runs into another player it will attack that player . If you need help makeing a .pth file click on my sig and download the bodger_nodes.scr and put

exec global/bodger_nodes.scr

into a copy of the map script you want to use it for then start the map from the maplist is ok . Press the firebutton and run around the map as you do that you will see coronas spawned where ever you go . Once you have covered every part of your map with coronas you open the console and type writescript 1 into the console . That will write a script for you to paste into the level script sorta like this

Code: Select all

// DESTROYED VILLAGE
// ARCHITECTURE: NED
// SCRIPTING: NED
level.botnode[0] = spawn info_pathnode origin ( -2304.000 1280.000 68.160 ) spawnflags 4
level.botnode[1] = spawn info_pathnode origin ( -2179.238 1248.246 56.125 ) spawnflags 4
level.botnode[2] = spawn info_pathnode origin ( -2054.313 1220.357 56.125 ) spawnflags 4
level.botnode[3] = spawn info_pathnode origin ( -1919.615 1197.492 56.125 ) spawnflags 4
level.botnode[4] = spawn info_pathnode origin ( -1788.888 1225.120 70.780 ) spawnflags 4
level.botnode[5] = spawn info_pathnode origin ( -1686.710 1311.112 96.132 ) spawnflags 4
level.botnode[6] = spawn info_pathnode origin ( -1579.531 1388.538 103.578 ) spawnflags 4
level.botnode[7] = spawn info_pathnode origin ( -1447.644 1365.926 96.921 ) spawnflags 4
level.botnode[8] = spawn info_pathnode origin ( -1352.826 1287.067 92.585 ) spawnflags 4
level.botnode[9] = spawn info_pathnode origin ( -1242.294 1250.492 49.247 ) spawnflags 4
like that after you run it at least once you will have a .pth file in the dm directory . Then you can delete those lines .

Posted: Mon Dec 13, 2004 10:46 am
by Seraphim
How do I get them to use doors :oops: :roll: :wink:

Posted: Mon Dec 13, 2004 1:15 pm
by bdbodger
Bot use doors already if there are pathnodes on both sides of them unless of course the door is not a normal door , for example one controled by script or maybe targeted by a trigger .

Posted: Tue Dec 14, 2004 12:08 am
by small_sumo
Seraphim wrote:Hmm, I read on fewzz website, he is realising all maps bot compatibl in his real-war mod. But I'm surley not able to download 400mb yet :cry: so hope the maps will realesed elswhere too :?

But wait, get dsl here this month 8-)
Got a link to this "fewzz"??

Posted: Tue Dec 21, 2004 1:26 am
by small_sumo
In answer to Packrat I believe it is possible but I havent done it, just set up the teams (or no teams if dm) and you can use proper mp ai by spawning them with commands to run here and there and respawn them if them die giveing you the nonstop fragathon you kiddies liek so much. Jv's bots need an objective to work, spawning runners is you should need to do for a dm style of game. I have guys spawning and respawning on death in the stalingrad map I did with Gen cobra, have a look at the code and the map.

Bye

:)

Posted: Tue Dec 21, 2004 2:25 am
by bdbodger
The only reason to use JVbot this way is so you can tell whoever wants to play to just get JVbots and play . Any way you do it will require some kind of download or at least all players must have thier ai animations enabled . JVbots is a comman set of ai so the files on both server and client will be the same . I am not saying you need to make a bot map just that for the animations to work if both client and server have JVbots then you can use the ai from that to make it work and you don't need to use the bot scripts just the ai 's