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-   -   Planned features (http://forums.bots-united.com/showthread.php?t=6390)

ghost of evilspy 05-07-2007 20:27

Planned features
 
Planned for undefined future:
- Tau jumping (working on some ideas, probably will track real players and place special tau-jump autowaypoints)
- Wall-gaussing (will need to look at CS bots how they implement shooting through walls for tips)
- Jump over drop autowaypoints
- Longjump over drop autowaypoints

Please post you ideas and feature requests.

intelliq 22-07-2007 15:20

Re: Planned features
 
I cant wait! :clap:

ghost of evilspy 22-07-2007 19:56

Re: Planned features
 
Ugh.. it's going to be long wait :death:

Minh-Lo-Hwang 23-03-2008 22:30

Re: Planned features
 
Take your time! :)

KWo 25-03-2008 20:24

Re: Planned features
 
Could You please, take a look at this.
I need to steel from someone the working code for affecting bots by the darkness, so maybe You can add this to JKBotti. That shoud be very easy to do for You. :)
[EDIT]
Nevermind. I found another bot code it has it already... :)
[/EDIT]

WW2-WARDOG 07-04-2008 23:11

Re: Planned features
 
Request:

Support for HL1 DoD, the other supported bots have been dead for a long time now.

Ancient 08-04-2008 05:45

Re: Planned features
 
Quote:

Originally Posted by WW2-WARDOG (Post 57676)
Support for HL1 DoD, the other supported bots have been dead for a long time now.

That would be a nice feature.
A multi-Mod bot.

ghost of evilspy 13-04-2008 14:56

Re: Planned features
 
Multi-mod bot isn't going to happen. But sources are there if you want to try your own bot.

stefanhendriks 01-07-2008 18:43

Re: Planned features
 
As for shooting through walls:

1. traceline from player A to B , get wall intersection X
2. traceline from player B to A , get wall intersection Y

"width" of wall is X - Y.

You can do some tricks with that. Basically it is cheating of course. SO add some 'noise' in the aiming to make the bots not super lethal.

Thats it?

Whistler 02-07-2008 01:06

Re: Planned features
 
Quote:

Originally Posted by stefanhendriks (Post 58327)
As for shooting through walls:

1. traceline from player A to B , get wall intersection X
2. traceline from player B to A , get wall intersection Y

"width" of wall is X - Y.

You can do some tricks with that. Basically it is cheating of course. SO add some 'noise' in the aiming to make the bots not super lethal.

Thats it?

well IIRC for CS shoting through walls is not only affected by the "width" of wall, but also affected by how many walls are shooting through. This may not be completely exact, but it should work most of the time:

Code:


//=========================================================
// Returns if enemy can be shoot through some obstacle
//=========================================================
bool CBaseBot::IsShootableThruObstacle(Vector vecDest)
{
  if (!WeaponShootsThru(m_iCurrentWeapon))
      return FALSE;

  Vector vecSrc = EyePosition();
  Vector vecDir = (vecDest - vecSrc).Normalize();  // 1 unit long
  Vector vecPoint = g_vecZero;
  int iThickness = 0;
  int iHits = 0;

  edict_t *pentIgnore = pev->pContainingEntity;
  TraceResult tr;
  UTIL_TraceLine(vecSrc, vecDest, ignore_monsters, ignore_glass, pentIgnore, &tr);

  while (tr.flFraction != 1.0 && iHits < 3)
  {
      iHits++;
      iThickness++;
      vecPoint = tr.vecEndPos + vecDir;
      while (POINT_CONTENTS(vecPoint) == CONTENTS_SOLID && iThickness < 64)
      {
        vecPoint = vecPoint + vecDir;
        iThickness++;
      }
      UTIL_TraceLine(vecPoint, vecDest, ignore_monsters, ignore_glass, pentIgnore, &tr);
  }

  if (iHits < 3 && iThickness < 64)
  {
      if (LengthSquared(vecDest - vecPoint) < 12544)
        return TRUE;
  }

  return FALSE;
}

for other MODs things may be different though.


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