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> Latest "beta" DLL files :), latest dll files will be in here soonish
Chichou
post Jun 1 2004, 08:08 PM
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I looked at the code, but I don't understand anything about how bots can even climb ladders, especially that update_angles thing. Isn't there a way to detect the orientation of ladder to give the right angles to bot ? because any misplaced waypoint will mess up all the bots climbing blink.gif (i'd like to play some basic custom maps, but i am not a good waypointer : i usually make them just before playing, and it is not easy in 10 mins...)
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Cheeseh
post Jun 1 2004, 08:55 PM
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They face the waypoint above them.... if the waypoint above them is in some stupid orientation, .i.e. in 2d orientation, the path from the lower ladder waypoint to the top one is facing away from the ladder, that is bad and will cause bots to jerk around like crazy... I added a big blue streak from ladder waypoints which point to a ladder waypoint above them that it is connected to, it should be near enough facing the ladder. If not you need to fix paths or move that top ladder waypoint.
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LordSkitch
post Jun 2 2004, 12:01 AM
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lol you spoot, go read all the stuff on page1 you missed tongue.gif
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Cheeseh
post Jun 6 2004, 12:49 AM
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UPDATE: more aliens stuff and marines scurry back to comm console when under attack (hopefully)

Here is a version which makes bots upgrade in NS combat and fixed some more crashes/memory leaks and a freeze. Also added some user friendly tool tip things.

combats really crazy. I played rcbot marines v whichbot aliens, marines won! yay! thanks to their hmgs and grenade launchers!

Here is the list of changes
QUOTE

added: standalone bot compatible with latest NS & bumpercars.
added: marines use upgrades in NS combat
added: onos and fully upgraded fades don't group up with gorges and instead attack
added: new 'pushable point' waypoint for pushable objects (svencoop)
added: bots will push a nearby pushable to a pushable waypoint
added: error appears when using wrong bot dll (e.g. metamod on non-metamod platform)
added: new tooltips shown, can disable with new 'rcbot tooltips' command
added: new 'throw grenade' waypoint, bots try to throw grenades at the waypoint (svencoop)
fixed: overflow in fix float angle function causing a freeze
fixed: marines welding team mates even when they have full armour
fixed: crash fixes with reputation code
fixed: crash fixes with squad code
fixed: bots not spamming battlegrounds messages as much when joining teams
fixed: memory leak in bot weapon selection
fixed: memory leak in bot chat
fixed: memory allocation bug in MegaHAL
fixed: data structures more stable, less/no memory errors/crashes
fixed: bots choosing from all player models again in SvenCoop etc


its a win32 STANDALONE debug dll file

tested it with co_angst:

everything okay except aliens getting stuck under ladder

tested with co_faceoff:

marines kicked alien butt, but aliens wouldn't evolve much

---

you need to enlight me with alien evolves stuff in combat, can aliens only evolve if there are gorges or something? Earlier the bots were goin onos' and stuff but then I removed some gorge stuff in combat and then no bot would evolve at all blink.gif

here is the win32 STANDALONE debug dll file


Attached File(s)
Attached File  HPB_bot.zip ( 227.44k ) Number of downloads: 377
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Cheeseh
post Jun 6 2004, 12:57 AM
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UPDATE: more aliens stuff and marines scurry back to comm console when under attack (hopefully)


new metamod bot DLL file on later post!
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link2002
post Jun 6 2004, 01:30 AM
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laugh.gif cheeseh very very very good work!!!! THanks a lot!!
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LordSkitch
post Jun 6 2004, 01:52 AM
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The aliens can get any upgrades they want, so long as they have the points for it, they can have multiple upgrades from the 3 different areas, so they can have cloak, focus, and scent of fear, all from sense, all at the same time. And they keep it after they die.

The only thing that requires them to have previous upgrades is changing form...

they have to go gorge to go lerk
they have to go gorge to go fade
they have to go gorge, then fade, to go onos
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Cheeseh
post Jun 6 2004, 02:09 AM
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I've updated the above DLL files to fix that alien stuff (thanks for info!) and also mae marines go back to comm console when under attack.

now I gotta goto sleep man! rolleyes.gif
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LordSkitch
post Jun 6 2004, 02:28 AM
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Cheeseh's great. laugh.gif biggrin.gif
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Gruuunt
post Jun 6 2004, 07:37 AM
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biggrin.gif Yahooooooo!

Downloading now, report tommorow....
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Fraggle
post Jun 6 2004, 08:22 AM
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First: great work, I realy thougt the aliens (RC and WB) have no more chance...

But after several games I saw the reason, some marines are in godmode. I think this apears, when they select welder, maybe jetpack. Quit funny to see them walk through the aliens and knifing without getting damage.
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Chichou
post Jun 6 2004, 09:04 AM
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Great work : now it's also fun to go alien against bots ! (playing almost alone with noob marine bots is quite annoying). However i never saw any bot taking jetpack or heavy armor : maybe it is because it costs two points and bots use them as soon as they get one...

I have no marines getting godmode ... Do you use any plugin, such as the "SpawnInvulnerable" I know you can get such issues when using it with the AMX Fun module

I also saw a lerk evolving into fade (i'm not sure, it would need some more test), but if this happen, the bot may have wasted a point. There may be too much lerks : I got owned by alien bots (what a shame), and there was at least half the team going lerking and flying crazy around hive...
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LordSkitch
post Jun 6 2004, 09:12 AM
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Hehe, those marine bots are now some fearsome fighters. I don't see any of mine using godmode, but my goddesses armed with HMGs = alien death. More often than not the aliens go lerk, which is atleast a step up from staying gorge hehe, rarely theyll go fade, but I've yet to see one go onos.

I dunno how it could work, but upon arrival at a CO map, the aliens could come up with a "plan" so to speak, of what they're gonna upgrade with. So they "decide" randomly what they're going to choose and in what order... That'd solve the problem with the bots choosing the first upgrade they can, as soon as they can, and 400 superlerks flying around. rolleyes.gif

Though, you've probably already coded some stuff like this, and I've just been too impatient to go look and see what they're actually doing biggrin.gif
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Chichou
post Jun 6 2004, 09:34 AM
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You could save for each alien bot how many frags/death they got with each upgrades, and choose those who give the best F/D ratio (but sometimes also other upgrades so as to "learn"), and also make sure they have enough points to get they favourite lifeform.
For marines some "favourite weapon" and favourite upgrade which will be either JP or HA, and also make sure they get it.
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Fraggle
post Jun 6 2004, 10:17 AM
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"I have no marines getting godmode ... Do you use any plugin, such as the "SpawnInvulnerable" I know you can get such issues when using it with the AMX Fun module"

Disabled both, now there is no more godmode!

Great work cheeseh!
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Cheeseh
post Jun 6 2004, 10:23 AM
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by the way here is a slightly better bot_weapons.ini file (for NS + svencoop)





Attached File(s)
Attached File  bot_weapons.ini ( 13.33k ) Number of downloads: 142
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LordSkitch
post Jun 6 2004, 10:36 AM
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That's our Cheeseh! Never ceasing to out-do himself! laugh.gif
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Cheeseh
post Jun 6 2004, 11:14 AM
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by the way please try out some wall stick waypoints! I have chang ed some stuff and seen bots handle wall sticking.. at least they can climb but not great!
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Cheeseh
post Jun 6 2004, 12:06 PM
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Try out this win32 debug METAMOD dll file

I added the thing from gorge to lerk
made marines not try buy weapons they already had
added "rcbot config wall_stick_tolerance" command, make it larger so bots face the wall more (Default is about 40/50 ish anyway)

new file on later post!
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Cheeseh
post Jun 6 2004, 02:18 PM
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you know I just fixed the bilebomb bug thing If you want yet another dll update hehe
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