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Preview of some Fritz related things.....
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The readme as it currently stands (suggestions are welcome!).
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Re: Preview of some Fritz related things.....
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The .bot file - where a particular bots traits are stored.
NOTE: the fritz.bot file was renamed to fritz.txt to upload onto the forum.... |
Re: Preview of some Fritz related things.....
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A pic of a node in the world, and its connections. I'm still working on a better system of visualising these things, but this is what I have so far.
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Re: Preview of some Fritz related things.....
"A pic of a node in the world, and its connections"
... but are you able to make use of the AAS function in the engine, which is used in RTCW single player AI code (from the RTCW SDK source code I currently have) ? |
Re: Preview of some Fritz related things.....
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Heres a pic of the BOT DEBUG HUD - a useful tool to find out what the bot is thinking.
I borrowed the naming conventions the Q3 bot used (LTG = Long Term Goal, NBG = Near By Goal). Fritz has several levels of goals, which can all be run at the same time (ex: getting the flag, and healing a friend may exist as goals at the same time in Fritz's mind, with different priorities, depending on some key factors). Fritz's A.I. is goal based A.I., i.e. he moves about in the world with a goal or purpose in mind, not just random, frame based choices. |
Re: Preview of some Fritz related things.....
The AAS trap calls are broken in the Multiplayer source - try them for yourself.
Fritz's pathing is NOT based on AAS in any way. Its node based (tho I would like to explore Navmesh someday). |
Re: Preview of some Fritz related things.....
Just a question, where did you started with ?
I mean, was there some sort of bot template available already or did you have to start from the raw SDK ? :) |
Re: Preview of some Fritz related things.....
Raw SDK, tho I used a fellow Q3 coder's (name is fretn) bot spawning code as a rough guide to get the bots to be able to spawn into RTCW. I worked on Fritz alone, tho I did get help from time to time from other coders in the Q3 community (like fretn). If you check out the fritz.doc that I put up above, you'll see I credit the people who helped out and what they did.
I didn't like the way fretn spawned bots into RTCW tho - he treated his bots like an entity (used think, nextthink and everything) I don't like to "fake" that the bot is a client like that - makes things difficult, and your constantly worrying about whether the bot looks human while its doing something. Fritz IS a client to the game, he can't do anything a client can't. THAT took quite a while to figure out how to do! It took me quite a few weeks to get bots to spawn into the game without timing out, or crashing - then the REAL trick was getting them to stay in the maps when the map restarted. Fretn used a trick where he'd kick them, then re-add them the next round. I don't - Fritz actually stays in the game like a client (or in this case - a bot ;) ). I've been kicking the idea around of making a bot template like botman did, but completely stripped of A.I. - for the RTCW community, just enough code to get them into the game and working like clients, and let people take it from there. Don't know tho, I'm so busy ATM..... :( |
Re: Preview of some Fritz related things.....
sounds interesting. A template will surely unleash some more RTCW bots. Or make it possible to have people get bots into other mods... (IF those mods are open-source, OR... they implement your template into their source).
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Couple screenies of the bot in action
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Heres me and my team losing. Everyone in this pic, except me (with the 0 ping), is a bot.
As you can see, the scores are pretty spread out - like humans on a pub server. The bots even have a fake ping (it doesn't affect them, its just for looks)! :) Pics converted to black and white to give it a WW2 feel... |
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