<!--quoteo(post=1797313:date=Sep 2 2010, 09:32 PM:name=Evil_bOb1)--><div class='quotetop'>QUOTE (Evil_bOb1 @ Sep 2 2010, 09:32 PM) <a href="index.php?act=findpost&pid=1797313"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok im being tricky :D
But what's the connection between bots developed for testing (INTERNAL DEVELOPMENT) and a way to filter servers with no humans in (PEOPLE GAMING)?<!--QuoteEnd--></div><!--QuoteEEnd-->
Even if they never release working bots, it would be nice to eventually get the code for them so that people who are interested can make their own fully fledged bots.
Generally testing bots aren't the kind you would ever use in a game, they usually just have basic commands like mimicing everything the player does, or running around randomly, basically useful for target practice and testing things in third person.
Sometimes bots aren't stupid just because bad AI scripting, it might be the leveldeisgn itself that mess with pathfinding and line of sight. Releasing the bots' AI code might not be enough.
<!--quoteo(post=1797331:date=Sep 2 2010, 10:28 PM:name=CXZman)--><div class='quotetop'>QUOTE (CXZman @ Sep 2 2010, 10:28 PM) <a href="index.php?act=findpost&pid=1797331"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sometimes bots aren't stupid just because bad AI scripting, it might be the leveldeisgn itself that mess with pathfinding and line of sight. Releasing the bots' AI code might not be enough.<!--QuoteEnd--></div><!--QuoteEEnd-->
I meant more as like a reference for how to start building bots.
Like how to hook into the functions required to simulate players and whatnot.
It would be a good start for sure. I guess you would need the same with the editor, that is how to script a brand new level entity so you can enhance sparx for bots.
Wouldn't hurt the modding community if they were able to create enemy-AI for singleplayer campaigns for example. But hardly a priority, could be useful for alpha-testing and in general fun cannon-fodder but that would be it at this stage.
from what i understand you should have the source. lua is just a bunch of txt documents? so you should have the source as long as the bots are not built into the engine directly?
<!--quoteo(post=1797346:date=Sep 3 2010, 12:25 AM:name=ctoon6)--><div class='quotetop'>QUOTE (ctoon6 @ Sep 3 2010, 12:25 AM) <a href="index.php?act=findpost&pid=1797346"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->from what i understand you should have the source. lua is just a bunch of txt documents? so you should have the source as long as the bots are not built into the engine directly?<!--QuoteEnd--></div><!--QuoteEEnd-->
Well yes quite possibly, but depending on how well commented the code is, a small explanation would likely be helpful.
Comments
But what's the connection between bots developed for testing (INTERNAL DEVELOPMENT) and a way to filter servers with no humans in (PEOPLE GAMING)?
But what's the connection between bots developed for testing (INTERNAL DEVELOPMENT) and a way to filter servers with no humans in (PEOPLE GAMING)?<!--QuoteEnd--></div><!--QuoteEEnd-->
Maybe to avoid joinning a server full of bots ?
Generally testing bots aren't the kind you would ever use in a game, they usually just have basic commands like mimicing everything the player does, or running around randomly, basically useful for target practice and testing things in third person.
I meant more as like a reference for how to start building bots.
Like how to hook into the functions required to simulate players and whatnot.
Well yes quite possibly, but depending on how well commented the code is, a small explanation would likely be helpful.