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Re: hehehehe
ah, i got it compiling now btw with interface.cpp, i forgot a path in msvc ;)
Code:
void BotSense (player_t *pPlayer) |
Re: hehehehe
ok. Another post heh. I see that a lot of logic is involved here. If you rip one part, you have to rip a lot more. So , before ripping at all. I better read it.
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Re: hehehehe
<------ smiles and pops a beer 8)
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Re: hehehehe
oh btw have you had a look in the knowledge directory ?
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Re: hehehehe
hehe.
Yeah. But the only really usefull thing i found was the weapons.cfg file ;) I mean, the question is: Does a bot have to know what kind of sound it heared? Metallic/wooden etc? i think not. |
Re: hehehehe
Quote:
still VERY good work, its quite an achievement, maybe you should make the main cognative functions 'modules', so how the bot behaves depends on what module is loaded.. will make coding the bot for different mods MUCH easier, create a file, change an include, and b00m, RACC for say, Firearms ;) |
Re: hehehehe
ah, indeed. I had forgotten that part, the map file format. That's very true :)
As for the modules, I want for starters that the bot works well on the few games it's already supposed to support. |
Re: hehehehe
well, if you implemented the module support, those would be example modules, showing how the bot could be implemented into other mods / games :)
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Re: hehehehe
Well you could also try to make it work on other engines with just an other navigation engine... or let other bots try that. If the framework works well... it could prove itself in various ways i think ;)
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Re: hehehehe
lol, i've mentioned this in the United Bot forum, because with the major step thats been made here, it might seem benificial to use RACC as the base for it :)
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