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> Re-supply for marines in Combat
Gruuunt
post Jun 25 2004, 05:44 AM
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Have been watching a few games, and it seems that the 'rines are spending too much time turning back when out of ammo at a hive.

I cant remember, but I have a feeling they used to try and knife it if out of ammo previously, but I dont see them doing that now.

Anyway back on track, if they took resupply as an upgrade earlier, I think they would survive longer?

unsure.gif
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Cheeseh
post Jun 25 2004, 10:55 AM
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re-supply upgrade is not on their list atm, thats why they dont upgrade it. What impulse is it? wink.gif more importantly.. and how can you tell if you already have the upgrade?
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Gruuunt
post Jun 25 2004, 08:57 PM
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Good question as to impulse, will have a mooch on the NS forums!

The upgrade I think becomes unavailable after selecting, I will check it out for you - move over Bots, Gruuunt coming thru... mad.gif
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LordSkitch
post Jun 26 2004, 09:07 AM
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A guy who frequents my server says he has a list of all the impulses, once I see him again, I'll get the list
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Cheeseh
post Jun 26 2004, 11:50 AM
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I can proabbly make a good guessat what it is, but more improtant is how to know if a bot already has it, so it doesn't keep trying to get the upgrade, even if it already has it. Probably some deep NS coding stuff there, I dunno if anyones made any web pages with that stuff tongue.gif
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LordSkitch
post Jun 26 2004, 08:46 PM
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Could you give each bot class a combat bitfield, and have all the upgrades theyve gotten put into this bitfield, so you know like..


damage 1 = 1
damage 2 = 2
damage 3 = 4
shotgun = 8
GL = 16
HMG = 32

etc
then when they decide on an upgrade, have it in a switch so its somethin like

CODE
switch ( get_upgrade )
  {
     case whatever-it-is-for-damage-1:
         if ( whatever-you-gotta-do-to-check-bitfields != 1)
         {
            bot_say_team ("Getting Damage 1 Upgrade");
            bot_getimpulse (whatever it is for damage 1);
            bot_marine_COBitfield += 1;
          }
         else
           choose_another_impulse;
     break;
     
     case ...
     break;
   
    case whatever-it-is-for-hmg:
         if ( whatever-you-gotta-do-to-check-bitfields != 32)
         {
            bot_say_team ("Getting HMG Upgrade");
            bot_getimpulse (whatever it is for HMG);
            bot_marine_COBitfield += 32;
          }
         else
           choose_another_impulse;
    break;
   }




That's no doubt a really crappy way to program, but as I've said a bunch of times, my C++ sucks lol

But if it were done that way, we could tell what the bots are getting and whatnot, it'd be tracked by a bitfield that could be expanded and contracted as necessary, and other such goodies... I dunno, I'm tired and I got a headache lol
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Cheeseh
post Jun 26 2004, 10:12 PM
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I've already done that and had that for the past few beta versions.

But the thing is there is no way to tell that the impulse was successful, so doing things manually doesn't always work.
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LordSkitch
post Jun 26 2004, 11:11 PM
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ohhh yeah huh...
<--- moron huh.gif


Oh! Could you make like a function to add an impulse so its like..

CODE
int botAddImpulse (int impulse)
{
 start_points = current_number_of_free_points;
    switch (impulse)
        {
             case ...i-dunno-the-jetpack-one:
                 impulse_cost = 2;
                 do thing to get impulse;
                 break;
            case:
               etc
            case:
               etc
          }
   if (current_number_of_free_points == (start_points - impulse_cost))
          {return 1;}
    else
          {return 0;}
}


Then have it if it returned 1, assume that the upgrade was successfully chosen, and add it to the bitfields and have the bot say he got it and all that jazz...

And if its 0, assume it failed? ... or something...
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Cheeseh
post Jun 27 2004, 12:27 AM
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hmm I guess. It's still a bit of a manual type check though tongue.gif I am sure there is something held in the iuser4 bitmask, but not sure what would be set for "resupply" upgrade.
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LordSkitch
post Jun 27 2004, 03:54 AM
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I dunno what the hell a iuser4 bitmask is, but can you have the bots tell you their iuser4 bitmasks before and after the upgrade, then use that to determine what it is you're after?
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Gruuunt
post Jun 27 2004, 05:19 AM
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Found this info on the NS Forums, if its useful to start with Cheeseh:

NS 3.0 has introduced some new impulses as well as chaining some of the existing ones. So here is a full list of new impulse commands for you to bind:

==================================

Marine Voice chats

Pressing these when playing as aliens will also make sounds too.

MARINES

Awaiting Orders (you can do this one in your controls settings)
In position impulse 12
Roger that (do this one in controls)
Im covering you impulse 8
Alien spotted impulse 13
Move out impulse 14
Follow me impulse 7
Area clear impulse 15
Need health impulse 10
Need ammo impulse 11
taunt impulse 9

NS MARINES COMBAT UPGRADES
Damage 1 impulse 23
Damage 2 impulse 24
Damage 3 impulse 25
Shotgun impulse 64
HMG impulse 65
Grenade launcher impulse 66
CatPacks impulse 27
Resupply impulse 31
Scanner sweep impulse 53
Motion Tracking impulse 33
Mines impulse 61
Hand grenade impulse 37
Welder impulse 62
Armour 1 impulse 20
Armour 2 impulse21
Armour 3 impulse22
HA impulse38
Jet pack impulse39


ALIENS GESTATION
Skulk impulse 113
Gorge impulse114
Lerk impulse15
Fade impulse 116
Onos impulse117

ALIEN UPGRADES
MOVEMENT
Silence impulse 107
Celerity impulse 108
Adrenaline impulse 109

DEFENSE
Redemption impulse 101
Regen impulse102
Cara impulse 103

SENSE
Scent of Fear impulse 110
Focus impulse 111
Cloaking impulse 112

OTHER
Second Hive Ability "impulse 118"
Third Hive Ability "Impulse 126"


ph34r.gif


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LordSkitch
post Jun 27 2004, 07:44 AM
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Deeeeeamn, thats printed, and stuck on my wall now. laugh.gif
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LordSkitch
post Jun 28 2004, 06:16 AM
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So Cheesehpooh, what pray tell is an iuser4 bitmask? biggrin.gif
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Cheeseh
post Jul 1 2004, 05:14 PM
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Can I ask how Resupply upgrade works?

Do you just get the upgrade once? And then you occasionally get ammo ?

Or do you have to keep getting the upgrade to get ammo?

I am unsure because I implemented it in my bot but sometimes my bots would, I think, just keep using the resupply upgrade, because they weren't shooting but they kept getting reupply. I'm not sure if thery were trying to get the upgrade though...

just tell me how it works tongue.gif!!
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link2002
post Jul 1 2004, 06:04 PM
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when you have uhh... a think when you have 1/2 of your ammo it automaticaly gave you ammo, and when you have less than 100 health and you dont need ammo it gave you health, automaticaly, nothing is manual.
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LordSkitch
post Jul 1 2004, 08:51 PM
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Yeah, its all automatic, if you need health, it'll give it to you like once every 5 seconds or something, and if youre fully healed, and you don't have a spare full clip, itll give you one. Otherwise it just sits waiting for you to get hurt or shoot stuff
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zodiac
post Jul 24 2004, 07:06 PM
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I do see resupply act the way you guys have it here but the way and I do not understand how it determines when to give you this but I can say I usually use the resupply when the Armory has been destroyed there is a menu option for "Resupply" when you build enough levels (I think it is a 1 point option) to get it and resupply your health. It is like when you want to upgrade a weapon, works the same way.

I think it may even resupply the entire team..... Mmmmm

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LordSkitch
post Jul 24 2004, 11:07 PM
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Resupply is like.. a required immediate upgrade, cause otherwise a skulk hits you once, youre out of armor and you have 20 health left, so anything will kill you the next time you see it. With resupply, you'll atleast get healed back to 100...
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