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RACC Autonomous fragmachines by PMB Counter-StrikeDMCHLDMThe Specialists

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Re: hehehehe
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stefanhendriks
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Default Re: hehehehe - 03-12-2004

ah, i got it compiling now btw with interface.cpp, i forgot a path in msvc

Code:
void BotSense (player_t *pPlayer)
{
   // this is the first step of the bot Think() trilogy. In nature, every behaviour that can be
   // associated to intelligence is resulting of three invariable steps :
   // 1 - sensing the environment and the character's state
   // 2 - working out the changes to commit onto the environment and the character's state
   // 3 - performing these changes, and experiencing this action, looping back to step 1.
   // Here we deal with the first step, sensing, which is a correlation of three "input vectors"
   // (actually there are more of them but these three together are sufficient to be said
   // symptomatic of the human behaviour), respectively in order of importance the sight, the
   // hearing, and the touch feeling. Since FPS players experience this last one mainly by proxy,
   // the game simulating it by visual and auditive means, the touch feeling of the bot will be
   // a little more efficient than those of the players, giving them a slight advantage in this
   // particular domain. But since we're very far from emulating the two other vectors (vision
   // and hearing) as accurately as their human equivalents, it's just fair that way :)
////////////////////////////////////////////////////////////////////////////////////////////////
////  CUT AND PASTE THIS CODE WHERE YOU WANT THE BOT TO BREAK INTO THE DEBUGGER ON COMMAND  ////
////																						////
if (DebugLevel.is_broke) _asm int 3; // x86 code only									   ////
////////////////////////////////////////////////////////////////////////////////////////////////
   BotSee (pPlayer); // make bot see
   BotHear (pPlayer); // make bot hear
   BotTouch (pPlayer); // make bot touch
   return;
}
i especially like the comments at the top. Exactly the same as my principle on RealBot Yay!


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Last edited by stefanhendriks; 03-12-2004 at 17:11..
   
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Re: hehehehe
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stefanhendriks
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Default Re: hehehehe - 03-12-2004

ok. Another post heh. I see that a lot of logic is involved here. If you rip one part, you have to rip a lot more. So , before ripping at all. I better read it.


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Re: hehehehe
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Pierre-Marie Baty
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Default Re: hehehehe - 03-12-2004

<------ smiles and pops a beer



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Re: hehehehe
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Pierre-Marie Baty
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Default Re: hehehehe - 03-12-2004

oh btw have you had a look in the knowledge directory ?



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Re: hehehehe
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stefanhendriks
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Default Re: hehehehe - 03-12-2004

hehe.

Yeah. But the only really usefull thing i found was the weapons.cfg file I mean, the question is: Does a bot have to know what kind of sound it heared? Metallic/wooden etc? i think not.


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Re: hehehehe
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FrostyCoolSlug
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Default Re: hehehehe - 03-12-2004

Quote:
Porting it to another game engine is a matter of minutes.
Doesnt that depend though? cause navmeshes wont work the same

still VERY good work, its quite an achievement, maybe you should make the main cognative functions 'modules', so how the bot behaves depends on what module is loaded.. will make coding the bot for different mods MUCH easier, create a file, change an include, and b00m, RACC for say, Firearms


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Re: hehehehe
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Pierre-Marie Baty
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Default Re: hehehehe - 04-12-2004

ah, indeed. I had forgotten that part, the map file format. That's very true

As for the modules, I want for starters that the bot works well on the few games it's already supposed to support.



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Re: hehehehe
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FrostyCoolSlug
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Default Re: hehehehe - 04-12-2004

well, if you implemented the module support, those would be example modules, showing how the bot could be implemented into other mods / games


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Re: hehehehe
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stefanhendriks
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Default Re: hehehehe - 04-12-2004

Well you could also try to make it work on other engines with just an other navigation engine... or let other bots try that. If the framework works well... it could prove itself in various ways i think


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Re: hehehehe
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FrostyCoolSlug
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Default Re: hehehehe - 04-12-2004

lol, i've mentioned this in the United Bot forum, because with the major step thats been made here, it might seem benificial to use RACC as the base for it


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