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Re: Okay it's Done (to Mal & Ghost)
It's sounds all good to me, but i wouldn't worry about it too much, i mean i'd be easy to add a script in later releases and to modify them for new versions. I think you got a perfect idea for the script files, and i support any direction you take with it.
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Re: Okay it's Done (to Mal & Ghost)
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I guess an additional cfg file would be needed for the maps that included: //mp_beach_roles.cfg { Bot_name <botname> defend_node <node number> spawn_location <location> //choices auto, axis, allied } Of course defaults would be the current system of action priorities that you have, but to have an ability to further define the roles of individual bots would be great. But if you're too scared to do that, I understand :D j/k |
Re: Okay it's Done (to Mal & Ghost)
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The thing I've really noticed and enjoyed with the last release is that the game is NEVER the same twice. Sometimes the bots kick ass, and sometimes they don't, but there is always variety, and a bit of unpredictability with every game. That meshes with my objectives with Fritz for the moment: to simulate a pub server that is filled with intelligent, skilled players who usually work together, but sometimes may go off on their own tangent. Thats what Fritz is slowly starting to become. Thats where all my work is going towards ATM. If you always knew that there would be that one bot that always camped the exact same spot for the exact same time, no matter what - it would ruin that illusion. I like their autonomy, and their ability to surpise even me, even tho I look at them all the time, sometimes more than I want to! :D However, I've been approached by several different people in clans who would like to see Fritz be configurable, allowing them to control what the bots attacked/defended and how they did it. And thats where the script system will come in. I can't promise when or even that I will do that, but I am considering it, and planning my script system to be able to accomodate it in the future sometime. :) |
Re: Okay it's Done (to Mal & Ghost)
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But,I agree, the way that they play now is for the most part unpredictable; simulating a pub game very well. It's alot of fun. Afer re-reading some of your posts above and playing a bit more, I think the logic is already there for a compromise. It's just a matter of tweaking the waypoints, actions, and classes/weapons a bit. One thing that I didn't account for in my sample script above was the swapping of teams. Defining bot specific goals based on team seems a whole lot harder than utilizing what already exists :P |
waypoint editor ?
in case you need a reference point for a menus.......
i made something for ubersoldat, still some bugs but workable http://www.geocities.com/waveoveratam/ueditor.zip the actual cgame DLL for the editor http://www.geocities.com/waveoveratam/ueditsrc.zip the source code to the editor (a bit messy) (remember this is for ubersoldat, that other bot that progresses slower than a snail travelling on molasses) |
Re: waypoint editor ?
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I'm glad to hear that UberSoldat is back in development again! 8D How long have you been working on them? Is TeamWhore working on them again too, or is it just you? Thanks for the links, I'll take a look at them. If I use any of your code, I'll credit you. btw: drop by anytime if you want to talk shop about the Q3 engine, or bots. Its kind of lonely being the only Q3 engine bot in a community based around Half Life. ;) :D |
Re: Okay it's Done (to Mal & Ghost)
Another feature i forgot too mention that i just remembered is Swimming. I'm not sure if you worked on their swimming capabilities yet mal, but when you do they should be able to tell that their weapons don't work underwater and that no matter what when they start running out of air they should come up for air.
Another thing i was gonna ask, what is the maximum number of waypoints that can be a map? If i remember any other things i'll be sure to give you a hollar. :D |
Re: Okay it's Done (to Mal & Ghost)
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In MP_BASE, I got around this problem by keeping the nodes that were in the water by the allied base very close to the surface so that they would stay close to the top naturally. The maximum at the moment is 1024, but thats not set in stone, its just to keep the search space of the pathfinder down to a miminum. |
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