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Metamod and metamod plugins Plugins and improvements for the metamod server-side mod

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Re: introducing... BotAim 2!
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von Ryan
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Default Re: introducing... BotAim 2! - 07-03-2005

Quote:
Originally Posted by Pierre-Marie Baty
Yes, in the Half-Life engine, the Y angles are horizontal, and the X angles are vertical.
*Airbus A3XX engine noise coming from $eu_crey$$on's head*
*$eu_crey$$on goes outside, screaming for the firefighters*

Duuude... Now I've got an excuse for errors in my math tests!
"Sorry, teach, the problem is that I'm a bot coder*," (explains what is a bot, a coder and a bot coder ) "and in Half-Life," (explains what hl is ) "x repesents the vertical axis and y the horizontal, so that confuses me a lot and stuff..."

He'll probably write a complaint letter to Valve.

*I expect you to corroborate w/ my story



von Ryan, pwning Combine Dropships since 2005
  
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Re: introducing... BotAim 2!
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  (#42)
MarD
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Default Re: introducing... BotAim 2! - 07-03-2005

Heyyo,

Oh, I try pmb, I try.

Heh, as you can see, I'mma colt-whore, and proud of it.

Although I love being a T.. I always swap my ak for a colt.

The sad part? I can't use these pwnage skills in CSS.. burst shots seem useless against full auto.

and pmb? if ya want some hardcore CS training? ya gotta learn from us Asians. We pwn hardcore. In the Philippines? you can find this game on every comp at every internet cafe, and I've seen 2 guys take on 11 PODbot 2.5's at full skill (<t'was a while back when I last went eh?) and won. I'm good.. but not that good... yet.

[EDIT]
Oh, better throw this ontopic.

Ok, I also tried your botaim with RCbot v1.38 beta, and Svencoop for steam v3.0 and it doesn't work good when not in combat mode.. I believe it's cause cheesh made his own little aiming system which your bot doesn't seem to control (rember, I'm no c++ or VB coder.. I can only guess ) it well.

You mentioned that after attacking the bot drops out of "combat mode." Doesn't seem so in RCbot. the bot won't look the right way to climb ladders, n' doesn't look straight ahead to where they're going like RCbot does without the botaim plugin.. so yeah, I think RcBot should be added in your readme as an imcompatible bot atm.


Later-a-much, and LONG LIVE THE D!,
(Link>>>MarD's Moddin' Site<<<Link) MarD

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Last edited by MarD; 07-03-2005 at 21:17..
  
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Re: introducing... BotAim 2!
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  (#43)
@$3.1415rin
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Default Re: introducing... BotAim 2! - 07-03-2005

Quote:
Originally Posted by Pierre-Marie Baty
I'm dumb
we know that, pierre, you don't have to repeat that all the time

@$eu_crey$$on : no, that thing with your math teacher wont help. He may tell you that this are angles, no cartesian coordinates, and maybe tell you that the euler angles are not defined in a certain way neither, everybody may do them as they like, and so they do >



Last edited by @$3.1415rin; 07-03-2005 at 21:53..
  
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Re: introducing... BotAim 2!
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  (#44)
Pierre-Marie Baty
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Default Re: introducing... BotAim 2! - 07-03-2005

Quote:
Originally Posted by MarD
so yeah, I think RcBot should be added in your readme as an imcompatible bot atm
Already tried with the botaim_deviation CVARs set to 0 (or much smaller values) ? I'm almost certain that's the problem.



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Re: introducing... BotAim 2!
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MarD
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Default Re: introducing... BotAim 2! - 08-03-2005

Heyyo,

Hmm, the prob I'm getting is bots won't even turn to face the ladder though. They keep looking in the same direction n' get stuck trying to climb the ladder.. I can record a demo again to show ya.. yeah, I'll do that, I'll make it smaller than the last cause the last one I mainly used to show me buds how much I pwn.


Later-a-much, and LONG LIVE THE D!,
(Link>>>MarD's Moddin' Site<<<Link) MarD

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Re: introducing... BotAim 2!
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  (#46)
Pierre-Marie Baty
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Default Re: introducing... BotAim 2! - 08-03-2005

That is a bug in RCBot and I bet I know what it is. It is that Cheeseh changes the bot's view angles several times per frame, most of the time to turn the bot towards its ideal angles, but some other times (like for ladders) he just arbitrarily makes the bot look up or down without relying on the ideal angles for that. Bad, bad, bad 9_9



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Re: introducing... BotAim 2!
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  (#47)
sPlOrYgOn
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Default Re: introducing... BotAim 2! - 03-05-2005

when the bot is not targetting something and is standing still the randomization for that bot and all bots processed after it will be less.. instead of just lowering the randomization for just that bot.
  
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Re: introducing... BotAim 2!
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  (#48)
Pierre-Marie Baty
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Default Re: introducing... BotAim 2! - 03-05-2005

All the bots ? darn, I must have screwed something *fires up MSVC*

You were right... I messed up with a global variable. A simple solution is to add a "Vector v_randomization" in the bot_t structure at the top of the file, and change the lines @452 and below to this:
Code:
		 // is the bot standing still ? (thanks sPlOrYgOn for the bug fix)
		 if (pBot->pEdict->v.velocity.Length () < 1.0)
			pBot->v_randomization = randomization * 0.2; // randomize less than normal
		 else
			pBot->v_randomization = randomization; // normal randomization
 
		 // randomize targeted location a bit (slightly towards the ground)
		 pBot->randomized_ideal_angles = UTIL_VecToAngles (pBot->targeted_location
														 + Vector (RANDOM_FLOAT (-pBot->v_randomization.y, pBot->v_randomization.y),
																	 RANDOM_FLOAT (-pBot->v_randomization.y, pBot->v_randomization.y),
																	 RANDOM_FLOAT (-pBot->v_randomization.x * 1.5, pBot->v_randomization.x * 0.5))
														 - (pBot->v_eyeorigin));
*edit*
it's fixed. Version 2.3 is released.



RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."

Last edited by Pierre-Marie Baty; 03-05-2005 at 19:04..
  
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Re: introducing... BotAim 2!
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  (#49)
dr. zoidberg 91
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Default Re: introducing... BotAim 2! - 06-05-2005

say, will botaim 2 work with e[pod]bot? ???
  
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Re: introducing... BotAim 2!
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  (#50)
MarD
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Default Re: introducing... BotAim 2! - 06-05-2005

Heyyo,

Works with any bot based on the HPBbot template, so yes, it'll work with E[POD]bot.

install metamod, and install this to work with metamod, then edit the liblist.gam file to load epb.dll and then epb will handle the rest as long as metamod's setup right.


Later-a-much, and LONG LIVE THE D!,
(Link>>>MarD's Moddin' Site<<<Link) MarD

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