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> RCBot 1.4 BETA, For NS 3.0 + other stuff (GET IT :P)
Cheeseh
post Jul 18 2006, 06:25 PM
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QUOTE (DeadEyeSavage @ Jul 18 2006, 06:53 PM)
QUOTE (IHQ-Reima[DWMH)
,Jul 18 2006, 12:11 PM] Try minbots 1

if you have like 10 player server it means then that you can have all 4 bots when there are 6 humans and max humans is 9 (minbots 1). It kicks/joins bots to suit the min/maxbots values.

Make also mapconfigs:

rcbot addbot 1
rcbot addbot 2
rcbot addbot 1
rcbot addbot 2

Why would that have any affect since when i type rcbot addbot it says error no "PROFILES". I can't even add bots manually...

Also i don't want any bots in the server when theres 4 people or more.

I understand how the config works cause i got it working on my windows server. Just this linux server dose not want to work...

thanks for trying tho. Anyone else?

P.S. I did try minbots one no affect.

Your problem must be that the bot program can't find the profiles, they should be in the half-life/rcbot/botprofiles folder. You should also have all the rcbot files in half-life/rcbot. If you can't put them in that folder you can enter the folder you installed the bot (With all the folders that came with it) in rcbot_folder.ini and put that in the mod folder. smile.gif Also make sure you actually have the files i'm talking about.... You can get them here: http://filebase.bots-united.com/index.php?action=file&id=210 (Files only, no DLL files)
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guurk
post Jul 18 2006, 06:49 PM
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Setting min_bots is no good. There are times that the bot doesn't get added to the right team. I want RCBots only on the marine side since I have WhichBot for the Alien side.

However, just having the add in the map config doesn't work either. When humans join the rcbots go away and don't come back.

I have to say that I'd also like to have the ability to allow humans to join any side they like and then just kick one of the bots on that side.

I'm thinking maybe a scripted AmxModX plugin would allow me to do things just as I like.

------------

Oh yeah, there's also a commander AI plugin for amxmodx that I'd like to know if anyone has tried.

That with the RCBot might actually give the WhichBots a run for thier money without having to have a human commander.

see: http://forums.alliedmods.net/showthread.php?p=231693
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DeadEyeSavage
post Jul 19 2006, 02:24 AM
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QUOTE (Cheeseh @ Jul 18 2006, 06:25 PM)
Your problem must be that the bot program can't find the profiles, they should be in the half-life/rcbot/botprofiles folder. You should also have all the rcbot files in half-life/rcbot. If you can't put them in that folder you can enter the folder you installed the bot (With all the folders that came with it) in rcbot_folder.ini and put that in the mod folder. smile.gif Also make sure you actually have the files i'm talking about.... You can get them here: http://filebase.bots-united.com/index.php?action=file&id=210 (Files only, no DLL files)

So in the plugin.ini ia vhe to put the path for every fodler inside the rcbot folder? WHY? i didn't have to for my windows server i jsut put ns/rcbot and it worked fine. Right now the mod directory for NS is: instances/ns/ns

So i put ns/rcbot in that directory in that file. So now i have to put each fodler inside of the rcbot folder?
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RR99i
post Jul 19 2006, 04:51 AM
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QUOTE (MarD @ Jun 29 2006, 12:52 AM)
QUOTE (Cheeseh @ Jun 19 2006, 03:32 AM)
yeah.. I need something from the NS developers to incorporate some API into the NS mod to create upgrades/buildings etc through a command chair so that the proper resources etc are used.

Whenenevr it can be done. ... I've been thinking of making a whole new bot to do commander, as a metamod plugin and have both running, so I can keep my code tidy.

Heyyo,

If you'd do that Cheeseh I'd probably get back into NS. smile.gif

Yes, I don't think the NS developer will be focusing on NS1. But if there was anyway to get a bot to be commander, on and off. That would be great! When it's just me playing it, it's hard to have fun shooting. But when I'm playing with my brother, he will be commander on and off. But it would be so great to have a bot be commander sometimes.
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DeadEyeSavage
post Jul 19 2006, 07:33 AM
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yeah now rcbot stoped running again even after i put it backbefore when it was running and now its gone again! ARG!!!!!

well i think i will jsut delet allt he damn rcbot shit and start over.

P.S. I AHTE LINUX I AM SO FUCKING PISSED OFF RIGHT NOW WITH IT!!!
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LordSkitch
post Jul 19 2006, 07:29 PM
Post #226


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That's most peoples views on Linux, unless they're running something like Knoppix and never have to go to the shell for any reason.

Try your hand at Gentoo, now there's a beast laugh.gif
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guurk
post Jul 19 2006, 08:37 PM
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I Love Linux tongue.gif

I have all my bots working just right now.

I've created an amxmodx plugin that monitors my bots and adds and kicks them as human players join up and drop off.

Feel free to try out my server: resonus.net (65.102.85.22)

You can set it up for yourself and get the plugin and compiled linux RCBot library from my website: http://resonus.net/index.php/Natural_Selection

Enjoy.
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LordSkitch
post Jul 20 2006, 09:33 PM
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What distro do you run?
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IHQ-Reima[DWMH]
post Jul 21 2006, 03:03 PM
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Latest dll update works great! silenced&cloaked skulk is a killer biggrin.gif Love the way they whirl around me biting smile.gif Still there is this thing that gorges dont heal the hive...atleast not that much they are supposed to... :/
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LordSkitch
post Aug 4 2006, 08:08 AM
Post #230


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Due to popular demand (ie constant bitching) on my server, I dug around the code and found the squad stuff.

in bot_const.h I added

CODE
#define BOT_CONFIG_DISABLE_ALL_SQUADS (1<<25)


in bot_commands.cpp I added

CODE
else if ( FStrEq("disable_all_squads",arg1) )
 iConfig = BOT_CONFIG_DISABLE_ALL_SQUADS;


and in the class CBotSquad *CBotSquads :: AddSquadMember in bot.cpp I added/changed

CODE


dataStack<CBotSquad*> tempStack = m_theSquads;
CBotSquad *theSquad;

if (!gBotGlobals.IsConfigSettingOn(BOT_CONFIG_DISABLE_ALL_SQUADS))
{
 
 CBot *pBot;

that little bit there

and at the end of it

CODE
else
{
 theSquad = NULL;
 return theSquad;
}
return theSquad;
}


so now you can put in bot_config.ini

config disable_all_squads 1

and disable the squads, to keep the marines from squad whoring.



Note - It probably doesn't work right, as the code I put in is simple, and it's not fancy like Cheeseh's. But it seems to have killed the squads.
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zodiac
post Sep 9 2006, 08:30 AM
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I followed the directions on your website and got this:
QUOTE

01:19:15 [META] WARNING: ini: Plugin '<rcbot_mm_i486.so>' has newer file, but unexpected status (badfile)
01:19:15 [META] ini: Read plugin config for: <rcbot_mm_i486.so>
01:19:15 [META] ini: Finished reading plugins list: /opt/HlServer1/hlds_l/ns/addons/metamod/plugins.ini; Found 4 plugins
01:19:15 [META] dll: Updating plugins...
01:19:15 [META] WARNING: dll: Skipping plugin '<rcbot_mm_i486.so>'; couldn't query
01:19:15 [META] dll: Finished updating 9 plugins; kept 3, loaded 0, unloaded 0, reloaded 0, delayed 0
01:19:15 Log file closed
01:19:15 Log file started (file "logs/L0909027.log") (game "ns") (version "47/1.1.2.0/Stdio/3421")
01:19:15 Loading map "co_mvm_hallway_b3"
01:19:16 [META] WARNING: dll: Failed query plugin '<rcbot_mm_i486.so>'; Couldn't open file '/opt/HlServer1/hlds_l/rcbot/dlls/rcbot_mm_i486.so': libstdc++.so.5: cannot open shared object file: No such file or directory
01:19:16 Server logging data to file logs/L0909027.log


Any recommendations?

Z
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LordSkitch
post Sep 9 2006, 08:55 AM
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Gonna have to take guurk's compile (http://resonus.net/images/rcbot_mm_i486.so) and go from there.

Cheeseh hasn't compiled a linux binary, and the rest of us use windows cause linux sucks.. laugh.gif
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Cheeseh
post Sep 9 2006, 07:53 PM
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never knew you could understand my code skitch smile.gif

btw this could cause mem leaks tongue.gif

theSquad = NULL;
return theSquad;

free theSquad if it isnt null I think theres a RemoveSquad( <bot squad type>) function.
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LordSkitch
post Sep 9 2006, 09:01 PM
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I looked for memory leaks during gameplay and I haven't seen any yet, and I woulda figured out a better way to do it, but good lord there's just soooo muuuuch coooode! lol

What would you replace the "don't make a squad" part of the code with?
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LordSkitch
post Sep 12 2006, 12:38 AM
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...i just realized, im using the old source code! upload your new stuff, so i can re-add the no squad thing, cause my bots aint upgrading, god knows what theyre sposda be doing!
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Cheeseh
post Sep 12 2006, 05:45 PM
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ohmy.gif of course!!
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LordSkitch
post Sep 13 2006, 01:47 AM
Post #237


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soooooooooooo, when ya gonna upload it? lol biggrin.gif
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Cheeseh
post Sep 13 2006, 02:30 PM
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already done it tongue.gif
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LordSkitch
post Sep 13 2006, 07:07 PM
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it was probably freakin firefox caching the old one not letting me download the new one... opened it in IE and BAM! right there.

[edit!]

to make it easier, as even I just got confused updating the newer source, this is

CBotSquad *CBotSquads :: AddSquadMember ( edict_t *pLeader, edict_t *pMember )
CODE
CBotSquad *CBotSquads :: AddSquadMember ( edict_t *pLeader, edict_t *pMember )
{

dataStack<CBotSquad*> tempStack = m_theSquads;
CBotSquad *theSquad;

if (!gBotGlobals.IsConfigSettingOn(BOT_CONFIG_DISABLE_ALL_SQUADS))
{

 CBot *pBot;;

 char msg[120];

 if ( !pLeader )
  return NULL;

 if ( UTIL_GetTeam(pLeader) != UTIL_GetTeam(pMember) )
  return NULL;

 CClient *pClient = gBotGlobals.m_Clients.GetClientByEdict(pLeader);

 if ( pClient )
 {
  pClient->AddNewToolTip(BOT_TOOL_TIP_SQUAD_HELP);
 }

 sprintf(msg,"%s %s has joined your squad",BOT_DBG_MSG_TAG,STRING(pMember->v.netname));
 ClientPrint(pLeader,HUD_PRINTTALK,msg);
 
 while ( !tempStack.IsEmpty() )
 {
  theSquad = tempStack.ChooseFromStack();
 
  if ( theSquad->IsLeader(pLeader) )
  {
   theSquad->AddMember(pMember);
   tempStack.Init();
   return theSquad;
  }
  else if ( theSquad->IsMember(pLeader) )
  {
   theSquad->AddMember(pMember);
   tempStack.Init();
   return theSquad;
  }
 }
 
 // no squad with leader, make one
 
 theSquad = new CBotSquad(pLeader,pMember);
 
 if ( theSquad != NULL )
 {
  m_theSquads.Push(theSquad);
 
  if ( (pBot = UTIL_GetBotPointer(pLeader)) != NULL )
   pBot->SetSquad(theSquad);
 }
}

else
{
 return NULL;
}
 
return theSquad;
}


[edit again!]

im now looking for the impulses for the bots, so the chuckle when they kill stuff, and say "enemy spotted" instead of "need healing" cause the NS devs are retards and changed the impulses.. but
CODE

impulse            alien / marine

impulse 7      follow me / follow me
impulse 8   covering you / covering you
impulse 9        chuckle / taunt
impulse 10  need healing / need medpack
impulse 11     dont know / need ammo (and some old school 'god dammit where the hell is that ammunition request!')
impulse 12     dont know / in position
impulse 13       nothing / enemy spotted (and something that sounds like judeo hieugasha! ...i dunno wtf that is.)
impulse 14  need healing / follow me (and welding noise)


[edit once more]

so theres no enemy spotted for aliens anymore. they've got

follow
defend
taunt
heal

and then 2 noises i dont know what they are.

i actually made the bots say the impulses one at a time and watched to see what it did, and i still dont know what those two are, 11 is like "im bored" and 12 is the noise you make when you get done gestating or whatever. so... i dunno wtf to make the bots say when they see an enemy, i guess the "im bored" one, cause they dont normally say that.




CODE
(for enemy spotted)
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
   Impulse(SAYING_7);
  else if ( IsAlien() && EntityIsMarine(pEnemy) )
   Impulse(SAYING_4);
  break;


so, Impulse(SAYING_4); should be Impulse(SAYING_2);


CODE
(for taunt)
  case MOD_NS:
   if ( IsAlien() )
    pev->impulse = SAYING_1;
   else if ( IsMarine() )
    pev->impulse = SAYING_3;
   break;


the alien/marine check should be able to be taken out, and just

pev->impulse = SAYING_3;
break;

should be left




[EDIT AGAIN! holy crap.]

on second thought, im thinkin



CODE
(for enemy spotted)
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
   Impulse(SAYING_7);
  else if ( IsAlien() && EntityIsMarine(pEnemy) )
   Impulse(SAYING_4);
  break;


should be changed to



CODE
(for enemy spotted)
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
   Impulse(SAYING_7);
  //else if ( IsAlien() && EntityIsMarine(pEnemy) )
  // Impulse(SAYING_4);
  break;


cause the hissing noise the aliens make isnt very cool, and serves no tactical purpose. AND due to the new code that makes it so you cant spam those impulses, they're not likely to chuckle after they kill someone... and the chuckle when they kill someone is so much cooler anyhow.

now that im looking at it more,

m_fNextUseSayMessage = gpGlobals->time + RANDOM_FLOAT(4.0,8.0);

is declared regardless of whether they actually talk or not, so there'd need to be more code like


CODE
m_fNextUseSayMessage = gpGlobals->time + RANDOM_FLOAT(4.0,8.0);

// do something when an enemy is found
switch ( gBotGlobals.m_iCurrentMod )
{

case MOD_BUMPERCARS:
 // beep the horn!
  Impulse(109);
  break;
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
   Impulse(SAYING_7);
  //else if ( IsAlien() && EntityIsMarine(pEnemy) )
  // Impulse(SAYING_5);
  break;
case MOD_TS:
 FakeClientCommand(m_pEdict,"usepowerup");

 // more chance of using special if good skilled
 if ( (m_pCurrentWeapon) && (m_pCurrentWeapon->GetID() != 36) && (DistanceFrom(pEnemy->v.origin) > 200) && (RANDOM_LONG(0,100) < m_Profile.m_iSkill) )
 {
  // this won't work anyway.. why was it put in;P
  pev->button |= IN_ALT1;
 }

 break;
}


would change to something better than
CODE
int botHasTalked = 0;

// do something when an enemy is found
switch ( gBotGlobals.m_iCurrentMod )
{

case MOD_BUMPERCARS:
 // beep the horn!
  Impulse(109);
  botHasTalked = 1;
  break;
case MOD_NS:
     if ( IsMarine() && EntityIsAlien(pEnemy) )
  {
   Impulse(SAYING_7);
   botHasTalked = 1;
  }

  //else if ( IsAlien() && EntityIsMarine(pEnemy) )
  // Impulse(SAYING_5);
  break;
case MOD_TS:
 botHasTalked = 1;
 FakeClientCommand(m_pEdict,"usepowerup");

 // more chance of using special if good skilled
 if ( (m_pCurrentWeapon) && (m_pCurrentWeapon->GetID() != 36) && (DistanceFrom(pEnemy->v.origin) > 200) && (RANDOM_LONG(0,100) < m_Profile.m_iSkill) )
 {
  // this won't work anyway.. why was it put in;P
  pev->button |= IN_ALT1;
 }

 break;
}

if( botHasTalked )
 m_fNextUseSayMessage = gpGlobals->time + RANDOM_FLOAT(4.0,8.0);



it works, but its probably not the best way to do it tongue.gif
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Cheeseh
post Sep 14 2006, 06:53 PM
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ah thats alright actually.

what else are you going to do with the code then? biggrin.gif
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