SmOkkin' Joe 11-28-2004, 06:06 PM Cinderkarst: Any tips on just spawning the bot on the map (w/o botNav files) I just need target practice...I don't care if they roam around aimlessly or just stand still...
I bet someone could whipe up one of those duckhunt maps, spawn the bot and it hits the catapult and flies off in a direction!
Mistaken 11-28-2004, 07:45 PM I bet someone could whipe up one of those duckhunt maps, spawn the bot and it hits the catapult and flies off in a direction!
:idear:
BitRaiser 11-28-2004, 07:49 PM Hrm... the thought occures to me that if we had spawnable bots, the Mercury model would make a great obvious bot mesh.
Since it LOOKS like a bot, a certain amount of forgivness could be afforded to odd behaviour and/or stats tweeks.
Then again, using the young Juila model as a target could just be demented. ;)
jmomandown 11-28-2004, 08:12 PM someone tell me where the ai files are we can make a competition out of this.... see who makes the best bot and have some prize :P
BitRaiser 11-28-2004, 08:14 PM Donno... haven't hunted yet.
What's needed more than anything is some scripts to trigger respawns. That I can ask a buddy about.
In the mean time, you could try opening a SP map and hunting through the properties on those bots. The arena maps would prolly be a good place ta hunt, especially Juila's Territories trials. They have respawning there so it's gotta be on-hand someplace!
Kachu 11-28-2004, 08:40 PM Here is what the script would need:
If Bot health < 0 respawn bot
But I dont know that much about TV or UT scripting so beyond that I dont know
Tajora 11-28-2004, 09:05 PM function doSpawn()
{
local BaseAICharacter c;
local int i;
local AI_Goal goal;
if (enabled)
{
c = Spawn(spawnAICharacterCla ss,,, Location, Rotation);
if (c != None)
{
++numSpawns;
c.Label = aiCharacterLabel;
c.bDisallowEquipmentDropO nDeath = bDisallowEquipmentDropOnD eath;
c.SetTeam(team);
c.SetSquad(squad);
c.SightRadius = SightRadius;
c.SightRadiusToPlayer = SightRadiusToPlayer;
// If there are any default goals with the same name as a goal in the goal list, we want
// the default goal to be removed so set its priority to zero so it will get removed in
// the resources init function
for (i = 0; i < goals.length; ++i)
{
goal = class'AI_Goal'.static.fin dGoalByName(c, goals[i].default.goalName);
if (goal != None)
goal.priority = 0;
}
// Add the goals from the goal list to the newly spawned character
for (i = 0; i < goals.length; i++)
{
if (goals[i] != None)
goals[i].static.findResource(c).a ssignGoal(goals[i]);
}
dispatchMessage(new class'MessageAISpawned'(L abel, aiCharacterLabel));
}
else
{
SetTimer(spawnAttemptRate , false);
}
if (numSpawns == maxNumSpawns)
disableSpawning();
}
}
Worked for me :shrug:
Shoddy 11-28-2004, 10:57 PM Here is what the script would need:
If Bot health < 0 respawn bot
But I dont know that much about TV or UT scripting so beyond that I dont know
I try not to be mean to people but sometimes it's really hard.
Halfscan 11-28-2004, 11:19 PM Hrm... the thought occures to me that if we had spawnable bots, the Mercury model would make a great obvious bot mesh.
Yes.. that is the model I used in the turret demo, although I later used the "disable actor" function to make him invisible.
The only real problem with using him in a sort of 'bot mod is you limit yourself to one armor type (there is no medium or heavy "Mercury").
-Half
Geiss 11-29-2004, 12:36 AM i like the idea of the duck hunting map... if i ever get really bored i might try that. though i would need scripting help :D
Irrational Marc 11-29-2004, 01:00 AM Bots weren't designed to work in MP so there's a good chance there will be some issues.
But if people want to experiment here as some helpful tips:
- Most of the high-level AI code is in the Tyrion subdirectory.
- In TribesEd, place the AI from the AIClasses.pkg (don't cut and paste from other levels since the AI's in those levels might have specific things set up on them).
- Remember to set the team on the placed AI.
- And the big one: add pathfinding data to the level!
AI's shouldn't be confused by multiple players since turrets work in MP and it's the same AI code that's controlling the turrets.
You tell AI's to do things by giving them goals. They have some default goals, the main one being "guard" which makes them attack any enemy who gets too close.
Psyman911 11-29-2004, 11:13 AM what about behavior? e.g. bots actually jetting and skiing more/less often and setting favorite loadouts
high-level AI code
We're all laughing with you on this one...
Phantom 11-29-2004, 11:53 AM Marc...
Since we are talking AI: Why did the Henry-bot on hardest in SP suddenly loose it's HPs from 100% to like 10% and ask for repairs? The second time he did the same thing, except at the beginning he immediately skiied behind a rock and sat there, leaving me to kill the enemies. And again he had miraculously lost 90% of his HP. That's btw where I stopped playing SP.
Irrational Marc 11-29-2004, 07:51 PM what about behavior? e.g. bots actually jetting and skiing more/less often and setting favorite loadouts
Some of the AI behaviour is specific to the class of AI (by class I mean whether it's a ninja, duelist, etc.) and can't be changed without changing code. This includes the weapons that a particular AI can use. However, try looking at the AI parameters in TribesAI on a particular AI: you can tell them not to ski or jet for example; you can set their dodge competency or what distance they try to keep from you ("CombatRange"), etc.
starwolf_nexus 11-29-2004, 07:56 PM hey Irrant could we take the AI in the small turrets and "plug" them into the big ones?
Calder 11-29-2004, 08:01 PM Marc...
Since we are talking AI: Why did the Henry-bot on hardest in SP suddenly loose it's HPs from 100% to like 10% and ask for repairs? The second time he did the same thing, except at the beginning he immediately skiied behind a rock and sat there, leaving me to kill the enemies. And again he had miraculously lost 90% of his HP. That's btw where I stopped playing SP.
To teach you how to use the repair pack :)
BitRaiser 11-29-2004, 08:05 PM hey Irrant could we take the AI in the small turrets and "plug" them into the big ones?
Someone's already got fully automated base turrets going.
hardcampa 11-30-2004, 03:03 AM We're all laughing with you on this one...
Yeah, it's the same AI you're using.
Santa 12-01-2004, 02:50 PM AI's shouldn't be confused by multiple players since turrets work in MP and it's the same AI code that's controlling the turrets.
Please explain how to make unmanned turrets in MP!! :)
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