RCBot 1.4 BETA, For NS 3.0 + other stuff (GET IT :P) |
RCBot 1.4 BETA, For NS 3.0 + other stuff (GET IT :P) |
Cheeseh |
Mar 7 2007, 12:09 AM
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#281
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Admin Group: Admin Posts: 3,055 Joined: 11-September 03 From: uk Member No.: 1 |
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LordSkitch |
Mar 7 2007, 12:12 AM
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#282
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
make sure you got ns 3.2 and jump on my server, you should be an admin so just do amx_map ns_machina, and youre a rcbot admin so you can look at the waypoints yourself
and theyre spaced ... enough apart. far enough that theyre .. far enough, and close enough that a bot wont get lost between them if they do something while on the move. the main part of the map is done, but the vents and crap are what i was working on when i ran out of waypoints lol |
Cheeseh |
Mar 7 2007, 12:20 AM
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#283
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Admin Group: Admin Posts: 3,055 Joined: 11-September 03 From: uk Member No.: 1 |
I just had a look at the map on my own server. I never knew NS added 3d sky boxes and how they are implemented, no mention in the changelog ..? ? ( I missed that meeting )
I'll check out the map on your server when no ones arouund |
micx1 |
Jun 14 2007, 01:20 AM
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#284
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Newbie Group: Members Posts: 7 Joined: 1-May 05 Member No.: 554 |
Manage Your Attachments You have used 1.11mb of 512k gimme more space on here and ill upload em here for the time being, it's uploaded on my content server http://www.joesucks.net/files/rcbot/rcbot_mm.dll no theres no linux compile of this version, cause i dont remember exactly what ol cheese changed to get it to run on linux. didn't even check to see if it'd compile. cause i know it wont. the link is down... skitch can u re-upload? edit: wait is the below link the latest version? Metamod (Debug Version) - http://home.houston.rr.com/lordskitch/files/rcbot_mm.dll |
LordSkitch |
Jun 14 2007, 06:06 PM
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#285
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
yep, thats the link.. even that might change soon, cause for some retarded reason, time warner is dropping houston and comcast is picking it up, so that might change to some comcast-hosted location... but it'll still be in that listing, ill just edit the links when i find out more.
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micx1 |
Jun 30 2007, 06:57 AM
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#286
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Newbie Group: Members Posts: 7 Joined: 1-May 05 Member No.: 554 |
hmm bots don't use phasegates...
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Sandman[SA] |
Jul 1 2007, 01:14 AM
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#287
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
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Venom |
Jul 18 2007, 09:57 PM
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#288
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Advanced Member Group: Members Posts: 82 Joined: 24-July 06 Member No.: 807 |
The problem is that phasegates can be put any way and lead to any where, which means bots would either find it too difficult to find or once they find a phasegate, it would have problems at the other end.
Although it probly could be done, not sure how but possible during the navigation from waypoint to waypoint, if a marine bot came across a phasegate, that location could then be stored and passed to the other bots, if the phasegate gets destroyed or removed and a bot trys finding it, if it no longer exists, then it would store and communicate to the rest of the bots on the team that it no longer exists. This would be done during each execution of the waypoint, perhaps when it looks round folling waypoints, checking targets etc... Just a suggestion... |
LordSkitch |
Jul 19 2007, 03:08 AM
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#289
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I cuddle with my bots. Group: Moderator Posts: 980 Joined: 16-April 04 From: Alvin, Texas Member No.: 291 |
probably the easiest way to get them to work would be...
1) if a PG is dropped, a fake waypoint is dropped, and it'd auto generate the pathways to link it up to the circuit 2) while checking for the shortest pathway, the bots consider fake PG waypoints as all the same xyz coordinates 3) if a path is found that is shorter using the fake waypoints, the bot'd run to the PG, look straight down and start using it, until it arrived at the waypoint number it was searching for. using that method, in an ideal situation, the bots would get to where they need to go. the problem with it is, when they attack or have a different edict in general, they abandon their current path, and focus on their new task. if a PG is dropped in a squirrely location, and a skulk or something was there, he'd drop his current path, attack and kill the skulk, and then if he's too far away from that waypoint, and no others are nearby, he'd be lost and sit waiting for instructions. otherwise, the only path available would be the phasegate again, and he'd use it because no matter what the shortest path would involve that fake waypoint. |
Venom |
Jul 21 2007, 01:00 PM
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#290
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Advanced Member Group: Members Posts: 82 Joined: 24-July 06 Member No.: 807 |
Hello,
For the best part of the day i have been developing the addition to the NS side of RCbot, the addition will add both MvM and AvA. Although i have done this previously to the older NS 3.1, the newer version worked slighted different. I will post details as to how you will be able to setup your own MvM bot server later. Currently i have been testing it for a few hours and it works perfect apart from one or two problems with bots joining teams. I hope to post more details soon. EDIT: OK, the bots join correctly on mvm now, i havent tested AvA yet but i have added the code to do so while coding mvm. I will provide more of an update when i have tested AvA, if all goes well, a release should be soon EDIT2: OK, i have done as much as i can do today. Both mvm and ava work, ava is still very unstable at the moment, not sure why but they will join a team but the search and destory and path finding is very buggy. MvM is fully working, had many hours of fun testing that out, be aware though, i would suggest slowing the bots aiming or reaction down if you dont want to get slaughted lol. RCbot Metamod Release (Windows) - http://rcbot.dwmh.net/venom/rcbot.dll RCbot Release (Windows) - http://rcbot.dwmh.net/venom/rcbot_mm.dll In order to support each game mode based on the different maps, you will need to set abnormal_game to 1 if you are playing either mvm or ava map, otherwise it can remain as 0. If you wish to run ava or mvm mode, both the mode you wish to run for example mvm_mode and abnormal_game must be 1 in order to work. Each map config (eg co_angst.cfg) should have these settings as each map may or may not be in a different mode. config abnormal_game 0 config mvm_mode 0 config ava_mode 0 config mva_mode 1 For Aliens vs Aliens, put this: rcbot addbot 2 rcbot addbot 4 For Marines vs Marines, put this: rcbot addbot 1 rcbot addbot 3 The bot menus have also been updated with this change although the add and kick function has not been tested yet so may not work completly. The adding of bots should work via the menu. I have done my best to do as much as i can, i will release the source code update via Lord Skitch when he gets online. This plugin has been tested with the latest version of mvm_allinone and ava_enabler plugin from nsmod.org. Please do not ask me how to make the bots work with these plugins, please ask plugin support questions on the nsmod.org forum. Any bot related questions about mvm or ava please ask me Venom |
``~Scre@m~`` |
Nov 7 2007, 02:53 AM
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#291
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Newbie Group: Members Posts: 6 Joined: 4-November 07 From: Ukraine Member No.: 1,247 |
Well Bots pretty good suppots TFC ))))
I've maded some waypoints for 2fort..... But.... Bots often use Crowbars than Primary ammo ((((( Also i have that problem "[RCBOT>] warning: GetClientRep(): Bad pClient recieved (NULL) (returning default)" When i have this error Blue Guys don't spawn....... This error dissapear when i restarting TFC..... And i have 2 Q....... Cheeseh.... Blue team in TFC is "TEAM1" and Red team is "TEAM2" ????? I don't know because theese waypoints aren't coloured (((( So can u make "TEAM" waypoints coloured ??? But i was very Surprised when Bots start capture Flag without some "spetial" flag on Flag waypoint P.S. What about Opposing Force and Ricochet ?????? It will be cooooooool )))) |
``~Scre@m~`` |
Nov 16 2007, 09:00 PM
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#292
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Newbie Group: Members Posts: 6 Joined: 4-November 07 From: Ukraine Member No.: 1,247 |
What ?!?!?!?! It's too hard to answer me ?!?!?!
And 1 more thing ... My nick in game is ``~Scre@m~``....... Bots and Welcome message typing as "scre m" (without quotes) ...... |
MarD |
Nov 17 2007, 12:03 AM
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#293
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RCBot Fan Group: Waypointers Posts: 139 Joined: 30-September 04 From: Canada EH? Member No.: 419 |
Heyyo,
Well man, I myself love RCbot, but they mainly shine in Natural Selection and SvenCoop. I'm not sure if he's been updating the TFC code a lot tbh.. I know he's been pretty busy hence the lack of updates to RCbot, and RCbot2 (for the source engine).. so it may be a while until we see further upgrades. I suggest giving FoxBot a shot for TFC bots. It's a pretty damn good bot, and someone's been updating it too. http://www.omni-bot.de/e107/download.php?view.516 One of the coolest updates is now bots support teleporters properly. And in case you didn't know, there is an official Team Fortress 2 bot coming out.. and vALVE said it's going to be the same guy who built the original Half Life 1 AI! so it should be pretty damn good. |
Sandman[SA] |
Nov 17 2007, 03:08 AM
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#294
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
I've maded some waypoints for 2fort..... But.... Bots often use Crowbars than Primary ammo ((((( There are no weapon ID's available for TFC. I am not entirely sure of the weapon identifier but try adding this to your bot_weapons.ini CODE # ITEM_AXE=1 [weapon_id=1] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=72 is_melee=1 priority=1 [/weapon] Also i have that problem "[RCBOT>] warning: GetClientRep(): Bad pClient recieved (NULL) (returning default)" When i have this error Blue Guys don't spawn....... This error dissapear when i restarting TFC..... I too have heard about this but don't know how to fix other then to restart the server. And i have 2 Q....... Cheeseh.... Blue team in TFC is "TEAM1" and Red team is "TEAM2" ????? I don't know because theese waypoints aren't coloured (((( So can u make "TEAM" waypoints coloured ??? I believe that's correct. Team1 and Team2. There should be a team spacific selection in the waypoint menu. Try using that for team spacific waypoints. |
Cheeseh |
Nov 17 2007, 01:33 PM
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#295
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Admin Group: Admin Posts: 3,055 Joined: 11-September 03 From: uk Member No.: 1 |
put this in bot_weapons.ini
CODE [mod_id=12] #define TF_WEAPON_MEDIKIT 3 [weapon_id=3] underwater=1 primaryfire=1 primary_max_range=80 is_melee=1 priority=3 [/weapon] #define TF_WEAPON_SPANNER 4 [weapon_id=4] underwater=1 primaryfire=1 primary_max_range=80 is_melee=1 priority=3 [/weapon] #define TF_WEAPON_AXE 5 [weapon_id=5] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=80 is_melee=1 priority=0 [/weapon] #define TF_WEAPON_SNIPERRIFLE 6 [weapon_id=6] underwater=1 primaryfire=1 primary_min_range=200 primary_max_range=4096 is_melee=0 priority=5 [/weapon] #define TF_WEAPON_AUTORIFLE 7 [weapon_id=7] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=201 is_melee=0 priority=6 [/weapon] #define TF_WEAPON_SHOTGUN 8 [weapon_id=8] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=4096 is_melee=0 priority=4 [/weapon] #define TF_WEAPON_SUPERSHOTGUN 9 [weapon_id=9] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=1500 is_melee=0 priority=5 [/weapon] #define TF_WEAPON_NAILGUN 10 [weapon_id=10] underwater=1 primaryfire=1 primary_max_range=4096 is_melee=0 priority=4 [/weapon] #define TF_WEAPON_SUPERNAILGUN 11 [weapon_id=11] underwater=1 primaryfire=1 primary_max_range=4096 is_melee=0 priority=4 [/weapon] #define TF_WEAPON_GL 12 [weapon_id=12] underwater=1 primaryfire=1 primary_min_range=200 primary_max_range=800 is_melee=0 priority=5 [/weapon] #define TF_WEAPON_FLAMETHROWER 13 [weapon_id=13] # dont want to use underwater underwater=0 primaryfire=1 primary_min_range=0 primary_max_range=700 is_melee=0 priority=4 [/weapon] #define TF_WEAPON_RPG 14 [weapon_id=14] underwater=1 primaryfire=1 primary_min_range=120 primary_max_range=4096 is_melee=0 priority=6 [/weapon] #define TF_WEAPON_IC 15 [weapon_id=15] underwater=1 primaryfire=1 primary_min_range=150 primary_max_range=2048 is_melee=0 priority=5 [/weapon] #define TF_WEAPON_UNKNOWN16 16 [weapon_id=16] [/weapon] #define TF_WEAPON_AC 17 [weapon_id=17] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=2048 is_melee=0 priority=6 [/weapon] #define TF_WEAPON_UNKNOWN18 18 [weapon_id=18] [/weapon] #define TF_WEAPON_UNKNOWN19 19 [weapon_id=19] [/weapon] #define TF_WEAPON_TRANQ 20 [weapon_id=20] underwater=1 primaryfire=1 primary_min_range=200 primary_max_range=768 is_melee=0 priority=4 [/weapon] #define TF_WEAPON_RAILGUN 21 [weapon_id=21] underwater=1 primaryfire=1 primary_min_range=700 primary_max_range=4096 is_melee=0 priority=4 [/weapon] #define TF_WEAPON_PL 22 [weapon_id=22] #underwater=1 #primaryfire=1 #primary_min_range=200 #primary_max_range=600 #is_melee=0 #priority=5 [/weapon] #define TF_WEAPON_KNIFE 23 [weapon_id=23] underwater=1 primaryfire=1 primary_max_range=80 is_melee=1 priority=6 [/weapon] team waypoints aren't coloured, you're best using 'waypoint info' to find out each waypoint team |
Grudge |
Dec 20 2008, 01:16 AM
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#296
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Newbie Group: Members Posts: 5 Joined: 20-December 08 Member No.: 1,432 |
Hi .. at first .. GREAT BOT ..but i still have some questions
1 The Bots only chat in they own team like 02:29:19 "[RC] Belphegore<6><BOT><6>" say "bad luck" team 6 hldm havent any teams so nobody can read it .. is there a way the bots dont talk in they own team? 2 where and how can i set the auto waypoints ? hmm think thats all for the moment edit .. oh .. and ... is there a good weapon.ini for HLDM ? |
Sandman[SA] |
Dec 20 2008, 02:11 AM
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#297
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RCBot Waypointer Group: Moderator Posts: 987 Joined: 15-September 03 From: Philadelphia Member No.: 19 |
where and how can i set the auto waypoints ? Open your console by hitting the ~ key and then type "rcbot waypoint on" to enable waypoints, then type "rcbot autowaypoint on", without the quotes of course. Then just run around the map. I have to mind you though that even though this works, it is a sloppy way to waypoint. |
Grudge |
Dec 20 2008, 08:38 AM
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#298
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Newbie Group: Members Posts: 5 Joined: 20-December 08 Member No.: 1,432 |
how long am I to do that? a whole map? (20min) am I to play completely normally or just run around abit? omg sooo much questions
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Cheeseh |
Dec 20 2008, 11:56 AM
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#299
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Admin Group: Admin Posts: 3,055 Joined: 11-September 03 From: uk Member No.: 1 |
[] I don't know why the bots only speak in team chat, it must have something to do with the mod??
[] try this for HLDM CODE ############################################ # # # HLDM # ############################################### [mod_id=13] # VALVE_WEAPON_CROWBAR=1 [weapon_id=1] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=72 is_melee=0 [/weapon] # VALVE_WEAPON_GLOCK=2 [weapon_id=2] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=1000 secondaryfire=1 secondary_min_range=0 secondary_max_range=2000 priority=1 [/weapon] # VALVE_WEAPON_PYTHON=3 [weapon_id=3] primaryfire=1 primary_min_range=64 primary_max_range=4096 priority=2 [/weapon] # VALVE_WEAPON_MP5=4 [weapon_id=4] primaryfire=1 primary_min_range=64 primary_max_range=2200 secondaryfire=1 secondary_min_range=400 secondary_max_range=1200 priority=4 [/weapon] # VALVE_WEAPON_CHAINGUN=5 [weapon_id=5] primaryfire=1 primary_min_range=0 primary_max_range=4096 priority=3 # dunno what it is! [/weapon] # VALVE_WEAPON_CROSSBOW=6 [weapon_id=6] underwater=1 primaryfire=1 primary_min_range=0 primary_max_range=4096 priority=3 [/weapon] # VALVE_WEAPON_SHOTGUN=7 [weapon_id=7] primaryfire=1 primary_min_range=0 primary_max_range=800 secondaryfire=1 secondary_min_range=0 secondary_max_range=400 priority=3 [/weapon] # VALVE_WEAPON_RPG=8 [weapon_id=8] underwater=1 primaryfire=1 primary_min_range=400 primary_max_range=4096 priority=5 [/weapon] # VALVE_WEAPON_GAUSS=9 [weapon_id=9] primaryfire=1 primary_min_range=100 primary_max_range=4096 priority=3 [/weapon] # VALVE_WEAPON_EGON=10 [weapon_id=10] underwater=0 primaryfire=1 primary_min_range=100 primary_max_range=4096 priority=4 [/weapon] # VALVE_WEAPON_HORNETGUN=11 [weapon_id=11] primaryfire=1 primary_min_range=0 primary_max_range=2048 secondaryfire=1 secondary_min_range=64 secondary_max_range=3000 priority=2 is_melee=0 [/weapon] # VALVE_WEAPON_HANDGRENADE=12 [weapon_id=12] primaryfire=1 primary_min_range=320 primary_max_range=1024 priority=1 [/weapon] # VALVE_WEAPON_TRIPMINE=13 [weapon_id=13] # DONT USE! will be hard-coded eventually [/weapon] # VALVE_WEAPON_SATCHEL=14 [weapon_id=14] # DONT USE! will be hard-coded eventually [/weapon] # VALVE_WEAPON_SNARK=15 [weapon_id=15] primaryfire=1 primary_min_range=300 primary_max_range=1024 priority=1 [/weapon] [] run around the full map with autowaypoint on |
Grudge |
Dec 20 2008, 01:44 PM
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#300
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Newbie Group: Members Posts: 5 Joined: 20-December 08 Member No.: 1,432 |
ok .. thx for the help .. the chat works now (after i installed bubblemod) (strange) .. now all run fine
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