Sandbot v0.3
Sandbot v0.3 has been released!
Mirrors ModDB: http://www.moddb.com/mods/sandbot/downloads/sandbot-v03 Bots United: http://filebase.bots-united.com/inde...ct=view&id=465 Changelog - [All] Fixed kicking a bot causing the game to crash. - [Opposing Force] Bots will look for random goals on maps with waypoints. - [Day of Defeat] Bots will now capture points. - [Gunman Chronicles] Bots will look for random goals on maps with waypoints. - [Natural Selection] Bots will now reload after they haven't seen an enemy in a while. - [Natural Selection] Bots will now attack the command chair and the built hive in Classic. - [They Hunger] Bots will look for random goals on maps with waypoints. Tagged release is available at https://github.com/tschumann/sandbot/releases/tag/v0.3 |
Re: Sandbot v0.3
I've downloaded it and all I want to say is.....
Your BOT are awesome :D |
Re: Sandbot v0.3
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It will continue to get better too. |
Re: Sandbot v0.3
Anyway, check this out
When Sandbot are accompanied with RCbot, they will become a killing machine https://s14.postimg.org/839doyfa9/image.jpgThey can beat Whichbot and Hivemind AI, hahaha :D |
Re: Sandbot v0.3
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Re: Sandbot v0.3
Oh no, I was forgot to make a photo unlimited (without expired day)
By the way, I think Sandbot are weak on NS mode but they are mad killer when playing on Combat mode. Sandbot in Alien team is still easy to beat (Whichbot is the most annoying BOT for Alien team) but when in Marine team, they are very tough. Skilled enough to make RCbot on bottom position :D Did you know? I think you are still love an original Half Life MOD, so I hope next time you can make a Sandbot supported for my favourite Half Life MOD such as : Wizard Wars Battlegrounds Pirates Vikings Knights Vampire Slayer Underworld Bloodlines I know this is not an easy job, but I believe you can. I'm trust you :Dhttps://s17.postimg.org/ybz16rrzj/image.jpg |
Re: Sandbot v0.3
Yeah support for Classic mode still needs a fair bit of work. I think the reason marines are so good is that they aim perfectly regardless of how dark it is - I started looking into how to fix this more work is required (getting the light level for a bot always returns 0 - I'm not sure how other mods do it but maybe getting the light level of the bot's weapon will work?). I should probably make aliens go hide when they need to upgrade too - at the moment they're not very smart about it.
Currently I'm planning to support Half-Life, Opposing Force, Day of Defeat, Team Fortress Classic, Gunman Chronicles, Natural Selection, The Ship and They Hunger which will probably keep me busy for a while. |
Re: Sandbot v0.3
@tschumann Podbot_mm detect correctly light level of bots. Perhaps you can check out the code there. :)
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Re: Sandbot v0.3
I just did but I'm not sure how it works.
From util.cpp: Code:
float UTIL_IlluminationOf (edict_t *pEdict) // KWo - 23.03.2012 - rewritten - thanks to Immortal_BLG More investigation required... |
Re: Sandbot v0.3
There should be a setup code somewhere that creates the invisible entity for the bot.
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Re: Sandbot v0.3
Excuse me sir. Is possible to make Sandbot join automatically without console "addbot" ?
And, is the Sandbot doesn't supported for metamod? Because I will combine Sandbot with another BOT for Half Life Opposing Force such as HPB_BOT, jk_botti, and Akimbot :) Combining these 4 bots will make a fun gameplay, and I'm sure if your Sandbot is the best :D |
Re: Sandbot v0.3
Yes, automatic adding of bots is something I'm working on for the next version (I've noticed a few people asking how to add bots).
I tried adding MetaMod support but it made player speed super fast and I couldn't work out why. |
Re: Sandbot v0.3
Hey, I was found a bug when playing on CTF maps with waypoints
Adding Sandbot will crash the game. But if no waypoint present on the map, the game still ok I hope you can fix this :) |
Re: Sandbot v0.3
CTF in which game? Opposing Force CTF and Team Fortress Classic aren't yet supported so I haven't bothered to test them.
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Re: Sandbot v0.3
Yeah, I was playing it on Half Life Opposing Force
So, that MOD is not supported for CTF mode? -_- Okay, maybe next version :) |
Re: Sandbot v0.3
Yeah I definitely intend to get Opposing Force CTF working (HPB Bot already supports it) but I've made a few changes to the code which have apparently broken it. It's only unsupported because I haven't tested it and I guess I've broken it somehow.
I probably won't add Opposing Force CTF support for the next release but I might take a look and see if I can fix the crash anyway. |
Re: Sandbot v0.3
I tried starting a round of Opposing Force CTF and added some bots but there was no crash.
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Re: Sandbot v0.3
There was no crash at all?
Maybe you didn't put any waypoints on the map? Remember, Sandbot will crash on CTF maps (Opposing Force) if there is a waypoint :) |
Re: Sandbot v0.3
Yeah, I had no waypoints.
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Re: Sandbot v0.3
I didn't get this resolved for v0.3.1 but I'll look at it for the next release.
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Re: Sandbot v0.3
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Re: Sandbot v0.3
I guess in Podbot_mm should be the same trick but nice that you have found it. Actually now by looking at it it looks pretty simple. If you cannot get the light level of FakeClient just attach a hidden entity to him and done. :D
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Re: Sandbot v0.3
I looked but it looks like Podbot_mm gets the world model and then uses structures from com_model.h to get the lighting - I couldn't see mechgibs.mdl though I only looked in the obvious places.
Oddly the hidden entity method didn't work when I tried it... |
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