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Invisibility check suggestion
The bots work well when detecting the rendering;
Suggestion! Can you add 2 cvars? 1 cvar: The border after the bot doesn't see the player even if the player is moving 2 cvar: The border if only the player moves the bot sees him. If he stays in one place he doesn't see him. Cheers! :shuriken: :walkman: :clover: |
Re: Invisibility check suggestion
Check the latest beta (V3B19i) - they are checking the lights and they are using flashlights (sometimes also nightgoogles). I don't think I will express more the darkness/invisibility detection. I cannot make the bot 100% interpreting the screen exactly like human eye does (impossible to add in code all possible elements they normally have the influence at human's eye perception). I'm very sorry. :(
And I'm not going to infinitely extend cvars number... |
Re: Invisibility check suggestion
ok ..
It's not about perception The bots get the velocity of a player that is near them if the player's rendering is between 255 and y rendering then they will shoot him if between y and x they will not shoot him, if he isn't moving, or has a small speed ... and under x that means that the bot trully doesn't see him weather he is moving . Let's forget about the cvars ... but can this be done? |
Re: Invisibility check suggestion
I think I've got Your idea, but I'm not sure if I have time to find those x and y. It takes too much time. Can You read the C++ code and see how it is really done now? If You are using AMX X - I did a plugin for test player's rendering/invisibility. You can find it here.
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Re: Invisibility check suggestion
I think that we can find the x and y from the warcraft scripters ...
They used invisibility in the human race ... |
Re: Invisibility check suggestion
I was already asking Geesu about the values he has there, because I disagree with them (I still could see the player even if he had the invisibility attribut - no problem for me to hit directly into the head such player - even not moving)...
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