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New SDK Bot for Source
Source SDK Updated
According to the Steampowered news, a new update for the Source SDK has been released tonight. Source SDK >> Added XSI addon for importing and exporting SMDs >> Added simple SDK bot sample code for adding bots to your mod >> Added source files for six Half-Life 2 single player maps >> Added interface plugin to add bots to mods >> Fixed resource leak in the SDK launcher and vconfig utiity >> Added bspzip tool — allows you to compile custom content directly into a .bsp If you're interested in grabbing this update, simply restart your Steam client. |
Re: New SDK Bot for Source
I told ya! :D w00t w00t w00t w00t
Running steam! :D |
Re: New SDK Bot for Source
don't jump through the roof yet, they said: "for adding bots to your mod".
See what I mean ? |
Re: New SDK Bot for Source
it seems to be something like botman's old HL bot or CZero bot...
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Re: New SDK Bot for Source
my SDK is updated.
http://www.valve-erc.com/srcsdk/Code/bots.html I'm on it. C:\bleh\src\dlls\sdk\sdk_bot_temp.cpp I was right with the CUserCmd : that's all you need for everything. |
Re: New SDK Bot for Source
...and just to be clear, the server plugin bot example is...
C:\MyMod\src\utils\serverplugin_sample\serverplugi n_bot.cpp botman |
Re: New SDK Bot for Source
it`s good that we have acess to CGlobalVars too now.
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Re: New SDK Bot for Source
as far as i can tell , the bot sample plugin should work with the current mod you create. But i don't know if its working for CSS for example, but i did not test this either! (cant!)
If it works for CSS; its definatly NOT creating the turtlerock version, because the command in the plugin is different afaik. Looks nice so far, can't wait to do something with it... |
Re: New SDK Bot for Source
I tried the plugin bot example in HL2DM.
It can't load some interfaces: Unable to load playerinfomanager, ignoring Unable to load botcontroller, ignoring :( I guess we still can't create bots for HL2DM. Edit: The pluginbot works in CSS! So I guess it's CSS only (for now). |
Re: New SDK Bot for Source
how the hell do you get the source for the sample bot plugin? I've refreshed sdk content about twenty times already, still no joy
never mind forget that. just made a new mod :| anyway gotta update my bot now with all this new non hacky stuff. Still one thing though, I don't know how to get a players edict's flags without CBasePlayer (im removing all cbaseplayer stuff) (im looking for gettign these from normal players or even other entites, not bots) |
Re: New SDK Bot for Source
great well Im trying some new non hacky code and now half of my bots run around in circles, I'm sure valve changed how the angles work from 360 to 180 ranges, and I don't know what else to do, most of the bots still run around in circles, but at least they no look in the right direction :/
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Re: New SDK Bot for Source
cheeseh i think they have check
PHP Code:
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Re: New SDK Bot for Source
Just for information, I've been dissecating the thing for the night. I'm starting to understand pretty well how the plugin API works. Exactly like metamod, except that they don't seem to hook the network. Anyway, it looks like that unlike in HL1, here we won't even need to catch any network message at all, the game event hooks will certainly provide all that we need. Kudos to Valve. I'm also testing the bot facilities, how they move, how their angle stuff works and what they can do. Everything seems to be quite integrated. I've had a quick look to the trace facilities too, they're impressive. It seems you can define your own hull size for the trace, among other stuff. Wahey, the sun's rising but I certainly ain't going to bed yet!
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Re: New SDK Bot for Source
If some of you want to understand EXACTLY (hopefully, with enough comments) how the plugin interface works, here's a minimalistic bot plugin that fits in 1 file :)
I'll from now use that as a template to port some of my plugins (like PMTools) to Source Code:
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Re: New SDK Bot for Source
PMB, does PMTools allow you to edit map entities? Quite a few people have been asking about that.
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Re: New SDK Bot for Source
Not PMTools. PMTools is a test/diagnosis/monitoring tool. But my MapEdit can. Also look for Austin's MapHack, which is a different version optimized for Counter-Strike; it enables you to add and remove spawn points, weapons, ammo and items in no time. It can convert a CS map into a DE map and reciprocally.
By the way, I'm working on (and WITH) PMTools:Source right now :P |
Re: New SDK Bot for Source
yea, I was wondering if there was a "maphack" out for CS:Source. I thought your plugin you're porting to Source may have this capability. Sorry for steering off-topic :\
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Re: New SDK Bot for Source
Pierre-Marie how`s the current progress on the PMTools plugin (how long till a public release)?
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Re: New SDK Bot for Source
Not all the functionalities are implemented. Currently it can dump the global vars (including what's in the base class), get the entity list, log to file, hook events and display stuff, but all the rest is still undone (trace stuff, etc.) Currently I'm working on the "printent" command, that displays the internal state of an entity (including its EngineEntity and pUnknown parts). I suppose by the end of the week most of the stuff should be working.
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