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JKBotti The new generation of Half-Life bots by ghost of evilspy HLDMOpposing Force

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Planned features
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ghost of evilspy
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Idea Planned features - 05-07-2007

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.

Last edited by ghost of evilspy; 22-07-2007 at 20:56..
  
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Re: Planned features
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intelliq
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Default Re: Planned features - 22-07-2007

I cant wait!
  
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Re: Planned features
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ghost of evilspy
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Default Re: Planned features - 22-07-2007

Ugh.. it's going to be long wait
  
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Re: Planned features
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Minh-Lo-Hwang
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Default Re: Planned features - 23-03-2008

Take your time!



  
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Re: Planned features
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KWo
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Default Re: Planned features - 25-03-2008

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]

Last edited by KWo; 26-03-2008 at 08:26..
  
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Re: Planned features
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WW2-WARDOG
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Default Re: Planned features - 08-04-2008

Request:

Support for HL1 DoD, the other supported bots have been dead for a long time now.
  
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Re: Planned features
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Ancient
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Default Re: Planned features - 08-04-2008

Quote:
Originally Posted by WW2-WARDOG View Post
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.


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Re: Planned features
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ghost of evilspy
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Default Re: Planned features - 13-04-2008

Multi-mod bot isn't going to happen. But sources are there if you want to try your own bot.
  
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Re: Planned features
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stefanhendriks
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Default Re: Planned features - 01-07-2008

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?


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
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Re: Planned features
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Whistler
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Default Re: Planned features - 02-07-2008

Quote:
Originally Posted by stefanhendriks View Post
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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