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Cheeseh |
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
DOWNLOAD HERE : http://filebase.bots-united.com/index.php?...=category&id=19 -------------------------------------------------------------------------------------------------- September 15 Added command rcbot debug_bot (fix for rcbot debug debug_bot on dedicated serevr) Added command rcbot util showreps Fixed: some times bots stopped moving whilst jumping from waypoint to waypoint August 30
!!! just fixed bots not doing stuff bug just there with that crappy dll i posted *updated source code - available for download* - tidied up some code.
july 30 fixed tooltip bug added rcbot users adduser command added rcbot users removeuser command added rcbot users showusers command use "rcbot help users" for info Attention: Access levels changed: rcbot users command can only be accessed with certain access level, see the updated Access level help page here: http://rcbot.bots-united.com/accesslev.htm july 27 improved bot memory bots running for cover improved put bot movement back to normal, but is still more accurate july 25 fixes are: -that schedule bug -changed bot movement -changed handling of lifts (buggy still) -added new waypoint "check for lift" type july 21 command "rcbot config unstick <1 or 0>" makes bots jump when they touch each other to save them sticking to each other (happens in WON) haven't seen it in steam, so I added this command to disable it (default is 0) user friendly stuff less waypoints are drawn when waypoints are on (incase of network lag) fix with bots still keeping squad modes from old leaders after changing leader meaning bots could keep holding fire/stay crouching/stay walking when leader dies. possible WON fix..? july 14 a crash fix July 13 update fixed a problem with bots climbing ladders (I added something buggy in a beta version) fixed bots using badly mapped buttons (instead of two buttons on either side of a door, there are some buttons that go right through the wall) added max_update_vision_revs etc configurable in each bot profile, just put the same config commands (i.e. max_update_revs=<value>), don't put a space between = and the value!! added command: rcbot users readusers. it will read the bnot users config aain. I will add adduser commands and removeuser commands soon. July 12 update added checking steam id in bot_users.ini how to use : Like the regular adding of users: ok, this is what it used to look like "<name>" <password> <access level> now it is "<name>" <password> <access level> [steam Id/won id] You can just put: "John" johnspass 31 ***STEAM ID*** or: "blahblah this is not even the right name" dontneedpass 31 ****STEAM_ID**** or: "Name for this guy" * 63 ***STEAM ID*** So you can just leave out the password and name you can just do it as that above. Plase try it, make sure it works and there are no exploits. July 7 update fixed more memory allocation and freeing in megaHAL casuing crashes (please test!) svencoop additions: bots use scientists/barneys if scientist point/barney point waypoints are in the map. July 5 update Added autowaypointing, command is "rcbot autowaypoint". Type "rcbot help autowaypoint" in-game on how to use. Oh yeah, there is also another command "rcbot config autowaypoint_humans" if it is 1, any humans that join the game will automatically be set for autowaypointing. I only tested it in SvenCoop, but its quite good I guess, It'll pick up corners, jump waypoints and ladders, but you should put autowaypoint back off if you don't want to autowaypoint ladders/jump waypoints, since they're a bit dodgy! If it crashes, it might make an rcbot_crashlog.txt file in HL folder with some info. PS: here is the 'full'-ish change 'log' !! ![]()
This post has been edited by Cheeseh: Oct 24 2004, 09:57 PM |
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LordSkitch |
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![]() I cuddle with my bots. ![]() ![]() ![]() ![]() ![]() Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 ![]() |
I thought about making a mod to allow another model for the bots, some sort of sexy lady one, then force the download on clients, and make the bots use that one if they're marine, and their name is listed in a text file somewhere...
AdminIcon is workin' fine for everyone except the bots, and I think I could fix it, but I got no idea what the crap program that guy used to compile the thing, cause hes a Linux freak... so I'm gonna see if I can move it over to VC++ and recompile it. I know the bots CAN have icons, cause on occasion, something weird happens, and a bot gets an icon... and all I need to do is copy the if textpart (string, "STEAM_0", 6) section, and redo it to... if textpart (string, "BOT", 2) then tweak the code so it just reads "bot" and applies the icon to everyone with the steamID bot. And as for the ladders, I have a new technique that is disturbingly sexy, and extremely reliable. Lemme open up corel and start haxing out some of my ultra leeto haxor drawings. Ok, I got some. See, in the first one here, we got the unwaypointed ladder from the side. ![]() The usual way to do it, drop a normal waypoint some ways back, drop another waypoint for the ladder bottom, drop a waypoint at the top that.. I usually did a wallstick/ladder combo, to make it so the skulks and lerks have extra supporting code to get up that ladder... ![]() It's seemed to work sexifully for me, but recently I've noticed marines not using those, and bots getting stuck on them. Skulks also need a straight trajectory cause they're goin full speed, and jump, and a lot of times get stuck on the edges... so here ![]() Add a wallstick waypoint directly behind the ladder waypoint, drag the pathway up from the ladder to each of the waypoints, then drag the pathway from each waypoint off to a normal waypoint beyond the two. Lemme do a 3d one ![]() Alright there, we'll go from right to left in order of whats what 1stNormal -> 2ndNormal 2ndNormal -> LadderBottom LadderBottom -> LadderTop LadderBottom -> WallstickTop LadderTop -> 3rdNormal WallstickTop -> 3rdNormal I've done this and have had disturbing success with the ladders I've done it on. All the aliens and marines have gotten up it every time I've watched, except for once, there was a skulk that jumped out of alignment and got stuck, but just squeezing the 2nd normal closer to the ladder bottom waypoint fixed it. And also.. Never ever ever ever ever put the same path down as up for ladders. A bot will go down, and a bot will go up, get stuck, and stay there for a very long time! So, do this instead. ![]() The bot will run off to the side, and jump down to the next level. Now, I usually have them crouch or whatnot if it hurts them, unless its a combat map. Cause they have regen/resup so often, whats a little damage now and again... but always make a separate path down than up. ALWAYS! Okay, I'm done here, time to go do stuff and be useful... unless I have more posts to do ![]() |
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Lo-Fi Version | Time is now: 11th August 2025 - 09:49 PM |