do the alien bots ever transform into other aliens beside gorges? it said u fixed the bug where it could not evolve, but i never saw this in game with the bots. and i still don't see marine bots use the ammo dispenser, especially after picking up a new gun.
Marines only use the ammo dispenser when low on ammo.
The alien bots CAN evolve into other species but theres the fact that they always usually tranform to gorge first and watse all their resources building stuff. Of course I'm going to have to add something somewhere down the line to stop this from happening and have each bot have a different peronality if you want to call it that, and then it can choose whatever it wants to be most of the time.
The aliens do evolve into other forms. I played witht he bot yesterday and although at one point it was me as a skulk and 11 gorges. After they met the TSA, we had only 4 gorges and it stayed that way. Th rest all evolved to lerk at the same time (I assume they had 33 rps at the same time so off they went).
Some issues I noted- Pit syndrome. Certain maps are unplayable because the bots find a pit (not necessarily a bottomless one), fall in and never leave, even if there are ladders nearby. You search out the whole map looking for some aliens, and you find them all having a toga party under the floor grating. This may be a waypointing issue. Maybe they should be encouraged to climb ladders more often..?
Possibly related is the lack of wall climbing for skulks, though I would imagine this would be a difficult one to rectify... You may have to do 2 sets of waypoints, one for skulks and one for everyone else...
Uber marksmen. If I'm a skulk and I see a bot TSA, I"m dead. Those guys are good. Too good. It's like paying a team of cheaters. Damn them and their aim bots... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Congrats, cheeseh, it's a great bot, especially for this early in the game.
<!--QuoteBegin--Cheeseh+Dec 2 2002, 06:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheeseh @ Dec 2 2002, 06:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marines only use the ammo dispenser when low on ammo.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Don't they know how to plan* ahead? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
BTW, fantastic job! I think I'm playing with your bots more than I'm playing online! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
i just spent 2 hours playing with the alien bots against the marines and there is only one thing wrong - the gorges deploy so much stuff that the onos bots can't get through <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
If it's not impossible to implement, I wish I can fight those pesky marines flying around with a jetpack!
That's one thing I have a major problem with... also CAMPING MARINES. I hope you keep up the work! But we need better challenges than fighting marines running around.. I hate campers! <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
This is kind of off topic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I have been trying to play aliens but its kind of a bummer to play vs. marines with no commander or no re-spawns even. So my bright idea is to join marine and build up the base and some resources then switch teams and play aliens then and have fun killing marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Sadly I can?t change teams because of the 1.3b patch and if I leave the server and come back the round restarts and all the work I put into the marine buildings is gone! DOH!
I LOVE playing as a commander though! its the best thing a commander in training can get!
Cheesh - how you doing that? "commander" waypoints for turret, i portal, etc? or just random everywhere base with i portal right by the CC pod (on caged) with the armory outside at the Intersection?
Hey Chesseh your bots from .150 onwards seemed to take up alot more CPU percentage and my game is lagging a lot more. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Cheeseh, is it possible to code the bots to load up on both primary and secondary weapon if they run across an ammo dispenser? Plus have them select primary weapon if they have ammo? I usually drop a welder for myself, then have them steal it and run around the map asking for ammo...
What about having 'kill yourself' markers? If the marines get stuck in a tunnel would be the best example.
Crazy_dog, with the 1.3 patch you need to mess with a couple things to be able to switch sides.
Join marines, get them going, then go to the ready room, bring down your console, type in 'sv_cheats 1' and 'mp_tournamentmode 1' and then you can join the other team.
You will want to switch those two variables back to zero otherwise you have friendly fire and nearly instant build and research time. Plus the game won't end with sv_cheats enabled.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Certain maps are unplayable because the bots find a pit (not necessarily a bottomless one), fall in and never leave, even if there are ladders nearby. You search out the whole map looking for some aliens, and you find them all having a toga party under the floor grating.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
lol yes I've noticed it before, but it's one hell of a pain finding out when a bot is stuck, especially when you dont know that its trying to do something important (like follow an order/ push a button to open a door) without writing loads of code. It can also be a waypoint limit, i.e. the only waypoints nearby them are through a fence that they have to duck jump over or something. I'm going to have to add jump waypoints.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Possibly related is the lack of wall climbing for skulks, though I would imagine this would be a difficult one to rectify... You may have to do 2 sets of waypoints, one for skulks and one for everyone else...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I haven't told bots they can wall climb although it would be pretty tough to implement this, e.g. When would a bot want to climb a wall? What if it gets stuck on the wall? How does the bot know where its going on the wall? This would need ready made waypoints, so auto-waypointing won't work here. I have wall climbing waypoints but I haven't force them to go up them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Not yet anyway.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Don't they know how to plan* ahead? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Not yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> I will think about this one!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i just spent 2 hours playing with the alien bots against the marines and there is only one thing wrong - the gorges deploy so much stuff that the onos bots can't get through<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is gonna be hard to pre-check if there is enough space for ono's to get through, but they should be able to jump over them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I'd rather tell every gorge bot to build in a certain pattern, e.g. A group of offsense chambers near their hive/entrances to hive and defense chambers etc, which should reduce the problem. Right now the bots just build things anywhere.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If it's not impossible to implement, I wish I can fight those pesky marines flying around with a jetpack! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes I've added a little compatibility for bots ad jetpacks just like the lerks already, nothing special though, try it out, it should work!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So my bright idea is to join marine and build up the base and some resources then switch teams and play aliens then and have fun killing marines<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You can 'cheat' and try doing using the command 'settele' at the start of the map and do the marine stuff then teleport yourself (which will teleport you back to the start) and walk into the alien team <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I dunno if it'll work tho!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hey, at least cheesh is working on commander bots
Cheesh - how you doing that? "commander" waypoints for turret, i portal, etc? or just random everywhere base with i portal right by the CC pod (on caged) with the armory outside at the Intersection? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I won't use waypoints because they're not needed once again, I would just find the X.Y co-ordinates of func_resources, for commanders to planet resource towers, X.Y areas near resource towers to plant turret factorys and sentries etc, near actual waypoints if there are any <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey Chesseh your bots from .150 onwards seemed to take up alot more CPU percentage and my game is lagging a lot more.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah I'm still working on it, the bots are using the A* pathfinding too much because they get stuck a lot, I've limited that so far.
{Edit}
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cheeseh, is it possible to code the bots to load up on both primary and secondary weapon if they run across an ammo dispenser? Plus have them select primary weapon if they have ammo? I usually drop a welder for myself, then have them steal it and run around the map asking for ammo... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They already change weapon when they use the dispenser or pickup ammo, they also change to secondary weapon if they have filled up on the primary weapon.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What about having 'kill yourself' markers? If the marines get stuck in a tunnel would be the best example. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
All I need to do is do checks where the bot is stuck for a long time, then they can kill themselves if needed, using too many waypoints is impractical (for me!)
Hey cheeseh do ur bots on marine team actually use welders yet? and kill things with welders and fix turrets + weld each other? Wot about other evolutions for aliens like fades and onos <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
First off I love this BOT!!! WOOT!!! Secondly they do use a lot of cpu usage, especially this new version. Third, they will evolve if given enough resources/hives. I was a lerk with two bot fades on my team. It was tight! Your right about the building strategy. The gorges (all 4000 of them!) just build anything anywhere. Maybe you could program them to build a OC with every DC or something like that. Keep up the good work!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey cheeseh do ur bots on marine team actually use welders yet? and kill things with welders and fix turrets + weld each other?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They currently only weld structures that need reparing.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wot about other evolutions for aliens like fades and onos<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Btw Ive made a 0.153 release to fix those bugs which caused bots not to join a team on level change, swimming bugs and other stuff <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Whoa, haven't posted in NS forums for a while. How iz the bot coming along <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Last one I got... I forgot version <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> But I think it was around page 7 or something like that
Great!! they're defending the waterway in. Except the marines drown if they try to swim that so it's kind of pointless? This isn't your fault Cheeseh the bots are just 'strategically' dumb. I realize that 'teaching' them to be 'tactically' smart will be very difficult, like building a commander bot. Keep up the great work!
ShingyBoy: sometimes your posts are really difficult to read
is english your second language? english is my second so i try to think about if others will understand what it is im trying to convey with my message
and ches havent tried your bot yet dl but not tried but i am looking forward to learning a bit about command mode without the pressure that learning in a pub server creates
Yeah you have to wonder how much ebionics or just social ineptism comes into play in the way some people write. I mean seriously how did they get through college with such poor english skillz!
Nice job on the bots I have learned a lot about commanding now. Path finding needs some tweaking if that is possible. The bots get stuck on objects and walls easily and I seen them try to circle around the map to get to a point like a inch away from them. Elevators are a concept they don't seem to grabs they turn them on and get on and either jump off, while its movie and/or They sit under them stuck running around like newbies. Phasegates usless with them they keep going over them over and over again.
Hey cheeseh, Im learning c++ and want to create some bots for some mods that i play that create their own waypoints because i see op4 servers mostly runing a bunch of custom maps and it would take forever to make waypoints for them. I was wondering how do you even start to program bots? any helpw oud be great. plz email me at icewolve@hotmail.com
Marik_SteeleTo rule in hell...Join Date: 2002-11-20Member: 9466Members
If I'm not mistaken, you can start off with some working code (or at least a lot of good info) for making your own bot by reading BotMan's website. <a href='http://www.planethalflife.com/botman/' target='_blank'>BotMan's page is here</a> and (to my knowledge) his original bot was the 1st ever to work in multiplayer in the Half-Life engine well enough to be played against in dm.
some useful links for ice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
how to start... <a href='http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=2&action=display&num=3886' target='_blank'>http://dynamic.gamespy.com/~botman/yabb/Ya...isplay&num=3886</a> <a href='http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=2&action=display&num=109' target='_blank'>http://dynamic.gamespy.com/~botman/yabb/Ya...display&num=109</a>
adapting a bot for a new mod <a href='http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=2&action=display&num=3745' target='_blank'>http://dynamic.gamespy.com/~botman/yabb/Ya...isplay&num=3745</a>
oh actually i think richs jumbot was the first bot for HLDM, botman learned some stuff off him <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Thnx again for the links <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Oh yea does any one know how to implement a vgui for it for mods?
will code warrior also work to make bots, the forums on botman they said they use visual c++, borland compiler or sum other free one. i just want to check and make sure.
Wow, nice work on the bots! Interesting how they seem to use phase gates to get places quicker. Although I have one urgent request... Alien evolving. All they do atm is create a n00bish team of gorges, thus res stop, and when there are other hives, they never evolve into anything else, except gorges.
Comments
The alien bots CAN evolve into other species but theres the fact that they always usually tranform to gorge first and watse all their resources building stuff. Of course I'm going to have to add something somewhere down the line to stop this from happening and have each bot have a different peronality if you want to call it that, and then it can choose whatever it wants to be most of the time.
Some issues I noted-
Pit syndrome. Certain maps are unplayable because the bots find a pit (not necessarily a bottomless one), fall in and never leave, even if there are ladders nearby. You search out the whole map looking for some aliens, and you find them all having a toga party under the floor grating. This may be a waypointing issue. Maybe they should be encouraged to climb ladders more often..?
Possibly related is the lack of wall climbing for skulks, though I would imagine this would be a difficult one to rectify... You may have to do 2 sets of waypoints, one for skulks and one for everyone else...
Uber marksmen. If I'm a skulk and I see a bot TSA, I"m dead. Those guys are good. Too good. It's like paying a team of cheaters. Damn them and their aim bots... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Congrats, cheeseh, it's a great bot, especially for this early in the game.
Don't they know how to plan* ahead? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
BTW, fantastic job! I think I'm playing with your bots more than I'm playing online! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
That's one thing I have a major problem with... also CAMPING MARINES. I hope you keep up the work! But we need better challenges than fighting marines running around.. I hate campers!
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
I have been trying to play aliens but its kind of a bummer to play vs. marines with no commander or no re-spawns even. So my bright idea is to join marine and build up the base and some resources then switch teams and play aliens then and have fun killing marines <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Sadly I can?t change teams because of the 1.3b patch and if I leave the server and come back the round restarts and all the work I put into the marine buildings is gone! DOH!
I LOVE playing as a commander though! its the best thing a commander in training can get!
W00t! GJ!
Cheesh - how you doing that? "commander" waypoints for turret, i portal, etc? or just random everywhere base with i portal right by the CC pod (on caged) with the armory outside at the Intersection?
Cheeseh, is it possible to code the bots to load up on both primary and secondary weapon if they run across an ammo dispenser? Plus have them select primary weapon if they have ammo? I usually drop a welder for myself, then have them steal it and run around the map asking for ammo...
What about having 'kill yourself' markers? If the marines get stuck in a tunnel would be the best example.
Crazy_dog, with the 1.3 patch you need to mess with a couple things to be able to switch sides.
Join marines, get them going, then go to the ready room, bring down your console, type in 'sv_cheats 1' and 'mp_tournamentmode 1' and then you can join the other team.
You will want to switch those two variables back to zero otherwise you have friendly fire and nearly instant build and research time. Plus the game won't end with sv_cheats enabled.
lol yes I've noticed it before, but it's one hell of a pain finding out when a bot is stuck, especially when you dont know that its trying to do something important (like follow an order/ push a button to open a door) without writing loads of code. It can also be a waypoint limit, i.e. the only waypoints nearby them are through a fence that they have to duck jump over or something. I'm going to have to add jump waypoints.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Possibly related is the lack of wall climbing for skulks, though I would imagine this would be a difficult one to rectify... You may have to do 2 sets of waypoints, one for skulks and one for everyone else...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I haven't told bots they can wall climb although it would be pretty tough to implement this, e.g. When would a bot want to climb a wall? What if it gets stuck on the wall? How does the bot know where its going on the wall? This would need ready made waypoints, so auto-waypointing won't work here. I have wall climbing waypoints but I haven't force them to go up them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Not yet anyway.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Don't they know how to plan* ahead? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Not yet <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> I will think about this one!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i just spent 2 hours playing with the alien bots against the marines and there is only one thing wrong - the gorges deploy so much stuff that the onos bots can't get through<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This is gonna be hard to pre-check if there is enough space for ono's to get through, but they should be able to jump over them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I'd rather tell every gorge bot to build in a certain pattern, e.g. A group of offsense chambers near their hive/entrances to hive and defense chambers etc, which should reduce the problem. Right now the bots just build things anywhere.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
If it's not impossible to implement, I wish I can fight those pesky marines flying around with a jetpack!
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes I've added a little compatibility for bots ad jetpacks just like the lerks already, nothing special though, try it out, it should work!
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So my bright idea is to join marine and build up the base and some resources then switch teams and play aliens then and have fun killing marines<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You can 'cheat' and try doing using the command 'settele' at the start of the map and do the marine stuff then teleport yourself (which will teleport you back to the start) and walk into the alien team <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I dunno if it'll work tho!
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hey, at least cheesh is working on commander bots
Cheesh - how you doing that? "commander" waypoints for turret, i portal, etc? or just random everywhere base with i portal right by the CC pod (on caged) with the armory outside at the Intersection? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I won't use waypoints because they're not needed once again, I would just find the X.Y co-ordinates of func_resources, for commanders to planet resource towers, X.Y areas near resource towers to plant turret factorys and sentries etc, near actual waypoints if there are any <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey Chesseh your bots from .150 onwards seemed to take up alot more CPU percentage and my game is lagging a lot more.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yeah I'm still working on it, the bots are using the A* pathfinding too much because they get stuck a lot, I've limited that so far.
{Edit}
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Cheeseh, is it possible to code the bots to load up on both primary and secondary weapon if they run across an ammo dispenser? Plus have them select primary weapon if they have ammo? I usually drop a welder for myself, then have them steal it and run around the map asking for ammo...
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They already change weapon when they use the dispenser or pickup ammo, they also change to secondary weapon if they have filled up on the primary weapon.
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What about having 'kill yourself' markers? If the marines get stuck in a tunnel would be the best example.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
All I need to do is do checks where the bot is stuck for a long time, then they can kill themselves if needed, using too many waypoints is impractical (for me!)
{/Edit}
Wot about other evolutions for aliens like fades and onos <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->
They currently only weld structures that need reparing.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Wot about other evolutions for aliens like fades and onos<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
C'mon read you havent read 19 pages <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Btw Ive made a 0.153 release to fix those bugs which caused bots not to join a team on level change, swimming bugs and other stuff <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
How iz the bot coming along <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Last one I got... I forgot version <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
But I think it was around page 7 or something like that
is english your second language? english is my second so i try to think about if others will understand what it is im trying to convey with my message
and ches havent tried your bot yet dl but not tried but i am looking forward to learning a bit about command mode without the pressure that learning in a pub server creates
thank you
how to start...
<a href='http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=2&action=display&num=3886' target='_blank'>http://dynamic.gamespy.com/~botman/yabb/Ya...isplay&num=3886</a>
<a href='http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=2&action=display&num=109' target='_blank'>http://dynamic.gamespy.com/~botman/yabb/Ya...display&num=109</a>
adapting a bot for a new mod
<a href='http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=2&action=display&num=3745' target='_blank'>http://dynamic.gamespy.com/~botman/yabb/Ya...isplay&num=3745</a>
waypointing...
<a href='http://dynamic.gamespy.com/~botman/yabb/YaBB.pl?board=2&action=display&num=3746' target='_blank'>http://dynamic.gamespy.com/~botman/yabb/Ya...isplay&num=3746</a>
oh actually i think richs jumbot was the first bot for HLDM, botman learned some stuff off him <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
will code warrior also work to make bots, the forums on botman they said they use visual c++, borland compiler or sum other free one. i just want to check and make sure.