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gEeK
14-01-2004, 23:38
The RealBots are becoming fairly complex creatures with names and skills and personalities and weapon preferences... Someone (not necessarily Stefan) should write a GUI (wizard style?) that would allow the user to configure all of the various Realbot options for their server or listenserver. It might have 'branches' for configuring random or individual bots, links to readmes, links to these forums, some nifty slider bars, and descriptions of what the settings are.

It would be really nice if it would somehow check this site for updates and new node files. I don't know how workable that would be, though.

I'd do it myself, but I barely find time to even play CS anymore. If anyone wants to run with this idea, feel free. It shouldn't be too hard. It's just text files.

Fiber_Optic
15-01-2004, 02:01
That's not a bad idea... :)
Why not doing that during my spare time... eheh 8)

--- EDIT ---
OMG 8o Already 100 posts... :)

1001 Jedi Nights
15-01-2004, 04:21
Hmm... Doesn't sound too hard to do. Actually, Stefan was at one point working on such a program. It had a nice little interface to make custom bots and such. All I ever saw was a screen shot, and I don't think he ever finished the program. (if he did it's still sitting on his HD, unreleased)

Perhaps he can finish this program and release it as an optional addon if there is enough demand for it. (how bad do you want this?)

OMG Already 100 posts...
As long as it isn't spam ;)

Fiber_Optic
15-01-2004, 12:44
All I ever saw was a screen shot, and I don't think he ever finished the program. (if he did it's still sitting on his HD, unreleased)

Perhaps he can finish this program and release it as an optional addon if there is enough demand for it. (how bad do you want this?)


We'll spam his e-mail box: it will be released (I'm jocking nOObs! Don't do that! grrr)


As long as it isn't spam ;)


No spam at all... I try! :D

Ava3ar
15-01-2004, 15:38
ill see what i can do, might take me a while

strider
15-01-2004, 15:51
hmm. I've made a RealBot personality editor that loads and saves the files but at the moment, since I don't know what each individual setting actually means or the ranges that are possible, I can't do any error checking or adding new bots. As soon as I get those I'll code it in and release the program! Basically I need to know what each and every value actually means, and whether it's a percentage or an identifier (does PrimaryWeapon and SecondaryWeapon mean an actual weapon or preference of using that type weapon?).

If you have any other requests, since I'm on holidays and quite like practicing my C++ I'll code it in if you're quick about requesting! I've used RealBot for a long time so it's time to give something back! :P

strider
15-01-2004, 16:32
I get what PrimaryWeapon and SecondaryWeapon is after looking at the Progress threads, but what the hell is x/y/z-offset? lol

stefanhendriks
15-01-2004, 17:20
If you want to know how the personality files work, you can mail me. I have a file with more comments in the personality file (it was/is the concept file which i used to create personalities in the first place).

the program that jedi mentions is removed from my disk, it was a little play-off with VB 6.0 ;)

stefanhendriks
15-01-2004, 17:30
For your convenience, i post here the entire file as a quote

; REALBOT Personality file
;
; DEFAULT/DUMMY FILE. Use this file to create your own/new
; personality.
;
; Note: RealBot will create random personalities when there
; is no 'name file' found.
;
;
; NOTE 2: Percentages are always -> 0/100%
; so 0% means the specified propertie will not count
; 100% means it will always count (or always win any other
; condition that is NOT 100%)
; ==============
; WEAPON NUMBERS
; ==============
;// weapon ID values for Counter-Strike
; CS_WEAPON_P228 1
; CS_WEAPON_UNKNOWN2 2
; CS_WEAPON_SCOUT 3
; CS_WEAPON_HEGRENADE 4
; CS_WEAPON_XM1014 5
; CS_WEAPON_C4 6
; CS_WEAPON_MAC10 7
; CS_WEAPON_AUG 8
; CS_WEAPON_SMOKEGRENADE 9
; CS_WEAPON_ELITE 10
; CS_WEAPON_FIVESEVEN 11
; CS_WEAPON_UMP45 12
; CS_WEAPON_SG550 13
; CS_WEAPON_GALIL 14 // CS 1.6
; CS_WEAPON_FAMAS 15 // CS 1.6
; CS_WEAPON_USP 16
; CS_WEAPON_GLOCK18 17
; CS_WEAPON_AWP 18
; CS_WEAPON_MP5NAVY 19
; CS_WEAPON_M249 20
; CS_WEAPON_M3 21
; CS_WEAPON_M4A1 22
; CS_WEAPON_TMP 23
; CS_WEAPON_G3SG1 24
; CS_WEAPON_FLASHBANG 25
; CS_WEAPON_DEAGLE 26
; CS_WEAPON_SG552 27
; CS_WEAPON_AK47 28
; CS_WEAPON_KNIFE 29
; CS_WEAPON_P90 30
; Weapon preference & buy rates
; Primary/SecondaryWEAPON = ID , favorite id for weapon (WORKS!!)
; SAVEFORWEAPON=PERCENT -> will the bot save his money for his favorite weapon when it has not enough money?
; GRENADE/FLASHBANG/SMOKE -> percentage how much it wants to buy these
; DEFUSEKIT/ARMOUR -> same
[WEAPON]
PrimaryWeapon=
SecondaryWeapon=
SaveForWeapon=
Grenade=
FlashBang=
SmokeGrenade=
DefuseKit=
Armour=
; Skill settings of this bot
;
; OffsetX/Y/Z => Extra 'disturbance' in aiming. So even a bot skilled 0 with shaky hands can't aim
; perfectly.
;
; Botskill -> same as you specify with adding bots
; Max/MinReacitonTime-> guess....
[SKILL]
xOffset=
YOffset=
ZOffset=
BotSkill=
MaxReactionTime=
MinReactionTime=
; In-Game personality
; Percentage, how much a bot likes to chase that kind of goal
; Hostage -> Hostages are a goal
; Bombspot -> Bombspot is a goal
; Random -> Pick a random node
; DroppedBomb -> when its dropped, either for CT/T go chase it
[GAME]
Hostage=
BombSpot=
DroppedBomb=
Random=
; In-Game radio behaviour
; Percentages how much they are valid (NOT BUILT IN YET THOUGH)
[RADIO]
Reply=
Create=
; In-Game combat/teamplay behaviour
; Percentages / NOT WORKING THOUGH
[TEAM]
HelpTeammate=
; The bot person itself
; TurnSpeed -> Within 5 and 40 for slow/fast turning (mouse speed like)
; WalkWithKnife = PERCENTAGE (how much a bot wants to walk with a knife , per round decision)
; Camp/Chatrate -> PERCENTAGES
[PERSON]
Turnspeed=
WalkWithKnife=
FearRate=
ChatRate=
CampRate=

strider
16-01-2004, 05:56
ok just a few questions:

1. Am I right in saying that for primary and secondary weapon characteristics that -1 is a random one?

2. What happens if, say, a Glock was put in for the Primary Weapon characteristics? What about one of the 1.6 spec weapons for a 1.5 game? And finally, can you put a knife in either one? Which one does it go into?

3. Are there any specific values that you put in for creating new ini files? Should I just do the percentages as 0-100 or owuld that create a bad bot?

thanks, strider

strider
16-01-2004, 10:59
Here's what I've got so far. The adding, deleting or renaming of bots doesn't work yet. One bug is that if an ini doesn't work when you change bots it just makes an ini file from the numbers already put in there, so if Stefan doesn't have his own ini, and the next person you choose doesn't have it's own ini then you'll have a blank ini file.
Just unzip the file into your RealBot directory and run!
I'll have the next version up tomorrow probably that'll support adding and renaming and deletion of bots. When I'm finished I'll give everyone the source :)

Fiber_Optic
16-01-2004, 12:41
Good work.

strider
16-01-2004, 13:00
thanks! Any suggestions?

strider
16-01-2004, 14:12
I'm releasing the "official" v1.01 of RealBot Personality Manager, hours after v1.00! You can now add new bots, and it has a great new icon that has both "RB" and "PM" on it! Both of them! I say, both of them! The zipped file has been increased by a WHOLE BYTE! Soon I may even award the luxury of Deleting or Renaming bots, you never know! I may even include a readme. The suspense is killing you, I'm sure, as it is killing me. Of course the killing of me would severly delay the release of the next version eagerly anticipated by at least two people...

Enjoy, and if you have any suggestions post them up here!

edit: I replaced the file with one that doesn't have the bug where if you add a new bot and change the files then click "save" the info is saved for the bot you were viewing before you added the bot. Could the 0 people who downloaded the program before I updated this please reupdate?

Ava3ar
16-01-2004, 15:59
downloaded

strider
16-01-2004, 16:09
:) I'm almost finished encoding the deletion and renaming of bots - version 1.03 will be up tomorrow probably!

strider
16-01-2004, 16:50
Finally here - the release of RealBot Personality Manager v1.02, possibly final version, again a few hours after v1.01. You can now do everything promised: add, delete, rename and modify bots. Everything is done automatically, plus it sports a lovely new icon with an underline under the RB and the PM, and even a ReadMe!!! The sheer bulk of the additions created TWO MORE WHOLE BYTE OF COMPRESSED INFORMATION! Download now with the link below!

Fiber_Optic
16-01-2004, 16:53
It makes you pleased... :)

strider
16-01-2004, 16:58
lol - gotta have fun :P I just need answers to the questions before to really finish this little program. After that the program would be excellent!

Another question: What does Unknown weapon mean?

stefanhendriks
16-01-2004, 18:35
in reply to strider (your 3 questions)

1. When those values are -1, the bots use the buytable to buy weapons, and they simply don't have a favorite weapon. When a bot does have a favorite weapon it will ALWAYS buy that weapon when it can
2. You cannot use secondary weapon id's at a primary weapon as this one will be skipped, you have a chance it will be bought, but the bot will get confused

CS 1.6/1.5 does not matter, just use my given ID's, they work in BOTH versions. If you have a bot with a CS 1.6 favorite weapon i need to add a fix to make sure it cannot buy this in CS 1.5

3. I create random values between some percentages to create those random bots. Just make the variables correct with using percentages or not (depending on the variable/property). It should not create nescesarily bad bots...


I have downloaded and tested your program
Its great so far, nice job for your 'little hours work'. I hope when it is 100% as you want it, you can make a nice interace and i would be glad to host it at my site! :) ;)

strider
17-01-2004, 03:38
K thanks. I have to go out now but tonight I'll finish it with scroll down menus listing the guns and randomizers and (I just thought of it) a scroll down menu for skills as well. I'll get a "nice interface" going :)
It did take slightly longer than you think though, as I was already half way through it before I posted as I had the idea on my own and it would have taken a few hours more then I would have released it, but someone jumped the gun and suggested it first! That's why it's only a "personality manager" instead of a whole "realbot manager".

SGt_pAIn
17-01-2004, 04:05
Strider nice job on the editor. Suggestion though: Dont know what the numbers mean. Maybe some kind of help window that says what the number does and a range. Could it have an arrow in the box that drops down a help window? :D

strider
17-01-2004, 09:58
yeah, I'm just about to redo the interface so it's clearer, now I'm sure what the things mean.

stefanhendriks
17-01-2004, 16:21
i saw the editor has a skill range from 0 to 6, realbot uses a 0 to 10 scale ;)

strider
17-01-2004, 16:28
I didn't know that - I just use random skill in normal play - alot more fun, and 6 was the highest score I found so I put it in :P
I also made the bot file save when the ini isn't found with random data.
A new file has been uploaded!

If you haven't seen it, I've posted the final version on a different seperate thread.

1001 Jedi Nights
19-01-2004, 22:31
As I recall, 0 is godlike while 10 is slow and sluggish.

so "6" was the "dumbest" you've seen, not the "best"

strider
20-01-2004, 03:47
Yep - it's all fixed - look for the second page of "RealBot Personality Manager" for one that includes exporting and importing and has author and comments fields and the bot skills good :P

Fiber_Optic
20-01-2004, 12:04
As I recall, 0 is godlike while 10 is slow and sluggish.

so "6" was the "dumbest" you've seen, not the "best"

Are you sure?? In wip, I think 10 is the best skill. Stephan?