<!--QuoteBegin--Rylos+Dec 24 2002, 08:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rylos @ Dec 24 2002, 08:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Help! The install of the bots went fine but I can not play a lan game because it said (as stated above) cant load ns because the mod is not installed. I use another mod to go into ns, and once in the max bots (4) are not there and addbot doesnt work in the console. It says Command not reconised or something. What am i missing?
I'm running a dedicated server, NS resides under HLServer if this helps any....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> There's a Line missing in Properties, ShortCut Tab.
Do this: right click your NS Icon on your desktop < click properties < click the ShortCut tab at the top (if not already selected) < then where it says, "Start in:" it should have a line there, but for some reason the NS team forgot to add it < add this line: "C:\SIERRA\Half-Life" or "C:\SIERRA\Counter-Strike" for Counter-Strike Retail users. Remember whatever one you use, don't add the "" quotes, example again: C:\SIERRA\Half-Life
I hear some have a line, but they are like this: C:\SIERRA\Half-Life\ns
That's not right either, it'll still not work if the line is that. So please take off the \ns if the line is that, if nothing is there, just copy and paste the line I shown you above.
this may help.... when I launch my Ded server this is the output:
79.9 fps 0( 0 spec)/10 on ns_bast Protocol version 46 Exe version 4.1.1.0 Exe build: 13:27:08 Jun 11 2002 (2056) WON Auth Server couldn't exec language.cfg Server IP address 192.168.1.105:27015 Could not get IPX socket name, IPX disabled Reason: WSAENOTSOCK RCBOT: found METAMOD for WINDOWS : Using METAMOD.DLL
loading waypoint file: ns\maps\ns_bast.wpt Executing Admin Mod config file "amv_private_server" is "0" "amv_prvt_kick_message" is "0" Adding master server 198.74.32.53:27010 Adding master server 198.74.33.62:27010 Adding master server 198.74.32.52:27010 executing server command: bind - "botmenu"
executing server command: bind 1 "slot1"
executing server command: bind 2 "slot2"
executing server command: bind 3 "slot3"
executing server command: bind 4 "slot4"
executing server command: bind 5 "slot5"
executing server command: bind 6 "slot6"
executing server command: skin_checking 1
executing server command: bot_aimingfactor 1.0
executing server command: bot_commanding 1
executing server command: exec autoexec.cfg
Edit: Also, I installed .22 and now if I run the bot.cfg file from the console it says command not found on all commands issured from the bat file. Before it wouldnt even run (.21) but above it says it executed them...
Whats wrong? looks as though it's loading okay to me!
If your trying to use addbot command in dedicated server windows <b>it wont work</b> read the readme, type <b>bot "addbot"</b> instead, remember dedicated server bot commands must have the command
"bot" (without quotes) followed by the command <b>in quotes also</b>
min_bots set to 0 max_bots set to 4 executing server command: exec autoexec.cfg
Creating bot... Created bot : Jimbob (skill : 2) Creating bot... Created bot : Edd (skill : 2) Creating bot... Created bot : Joker (skill : 2) Creating bot... Created bot : ><edge>< (skill : 2) users userid : uniqueid : name ------ : ---------: ---- 0 users
The new bot.cfg had the min and max Rem'ed out... Edit!
Thanks tons!! for both answers... Awesome job on the bots... Lets go play comm! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--Cheeseh+Dec 23 2002, 08:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheeseh @ Dec 23 2002, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->aliens seem to have unlimited ammo<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->I don't have a hack in the bot which gives but unlimited ammo, the ammo left is done by the mod with the bot, so if it looks as though the bot has "unlimited" ammo, it certainly does not...
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Technically, Aliens DO have unlimited ammo. Their "ammo" depends on their energy level, which replenishes itself. Aliens, be they bots or humans, can shoot at you forever until you kill them. So its not a bot problem, its part of the game. (Methinks some people are playing Marines too much...)
Another question, why does ns_bast.wpt take so long to load during the startup of a Dedi server? Eats 100% of the servers processing power during that time.
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
edited December 2002
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Technically, Aliens DO have unlimited ammo. Their "ammo" depends on their energy level, which replenishes itself. Aliens, be they bots or humans, can shoot at you forever until you kill them. So its not a bot problem, its part of the game. (Methinks some people are playing Marines too much...)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
/me sighs
What I meant is that alien bots dont seem to have to wait for thier energy to replenish, they just keep on shooting every half a second or so and dont stop until your dead (this may just be a strange bug that only I'm encountering) might be due to something the NS team had to change in order to make the regenerating ammo possible.
Just thought you would like to know about that broken link. I tried to email you, but it sent me back an error, saying it couldn't send email. And I thought just post it here, since it's dealing with your NSBots anyways.
<b>Edit:</b> Well for some reason the link doesn't look right if you copy and paste it, it wont work that way, but the link I put does work, it's just that it adds that rc...ot, I don't know why it does that, cause the rcbot is shorter then rc...ot. Here's the Link that you can copy and paste:
(http://homepage.ntlworld.com/pat.murphy/rcbot/wptpack1.zip) Without the () Brakets, of course.
i'm havin some problems with it and metamod. well the only one im having is when im running the server with the bots and say clanmod or adminmod, then the admin_execclient or cl_clexec commands don't work.
how do you get an alien bot to become an onos? the highest ive seen them get is a fade, and only becasue i built all three hives. is there any trick or something to get them to evolve? and i have never seen a marine bot commander, any trick to getting them to work to? (if posted before, i seldomly check this topic, and i really dont want to read all 300 replies, sry if i take up any time).
you can get em to go further than i can then.... i cant even get em to go fade <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> ...... They wont even take hives <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> , altho, it does make it easier for me to slaughter em <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = dead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
<!--QuoteBegin--Angelus+Dec 31 2002, 03:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Angelus @ Dec 31 2002, 03:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->you can get em to go further than i can then.... i cant even get em to go fade <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> ...... They wont even take hives <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> , altho, it does make it easier for me to slaughter em <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = dead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> the only reason why they did become fades was because i started a lan game and played against my brother, aka, Cookie, and he was marines and I was aliens, i built all the hives, then they actually became a lerk, (although they usually died as a lerk, sometimes made to fade level, but never onos, if i wanted to, i could have killed the marines, but i wanted to see they go further, they never did, i dont think they upgrade either, are they supposed to?). anyway, i agree that they become easy kill like that.
<span style='font-size:21pt;line-height:100%'>OMG H4X</span> the bots seem to build stuff without the cost of resources and they put turrets WITHOUT A TURRET FACTORY and they get arms labs and stuff before their even buildable (i.e. prototype lab before arms lab is finished etc.)... the hell? waypoints allow for 2 hives to go up, but i havent seen them put 3, at 2 hives they got sensory chambers and defense chambers (2 of each, 1 at each hive) they didnt build a single resource tower except they tried to re-build the one they started with... too bad i sieged it <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> you kinda know what happens next... instant death they go lerk at 2 hives... but they do nothing but spikes and the gorges are a bit aggressive... maybe i shouldve PM'ed you about this?
(pardon the large size but.... omg they |-|4><0|2!!!11... [anyone think thats gone too far?])
aha, i just read through and noticed the bot commanding as *beta* whew... i seriously thought he was gonna leave it like that, too bad they get out after 3 mins and dropping random things at random locations for no resources no matter whats already built... then they wander around, then on this one map i downloaded i was building an armory the bot dropped... a few secs later i see falling out of the 'sky' (or ceiling in this case, about 20 feet up) a prototype lab... and it landed right on a box that i had to use another player/building to get up ontop of... oh well, it made for a good spot to drop weapons/jetpacks etc. for myself without worrying about the bots RUNNING OVER TO IT EVEN THOUGH YOU **obscenity** DROPPED IT FOR YOURSELF
<!--QuoteBegin--Raptor091288+Dec 31 2002, 10:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raptor091288 @ Dec 31 2002, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:21pt;line-height:100%'>OMG H4X</span> the bots seem to build stuff without the cost of resources and they put turrets WITHOUT A TURRET FACTORY and they get arms labs and stuff before their even buildable (i.e. prototype lab before arms lab is finished etc.)... the hell? waypoints allow for 2 hives to go up, but i havent seen them put 3, at 2 hives they got sensory chambers and defense chambers (2 of each, 1 at each hive) they didnt build a single resource tower except they tried to re-build the one they started with... too bad i sieged it <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> you kinda know what happens next... instant death they go lerk at 2 hives... but they do nothing but spikes and the gorges are a bit aggressive... maybe i shouldve PM'ed you about this?
(pardon the large size but.... omg they |-|4><0|2!!!11... [anyone think thats gone too far?])
aha, i just read through and noticed the bot commanding as *beta* whew... i seriously thought he was gonna leave it like that, too bad they get out after 3 mins and dropping random things at random locations for no resources no matter whats already built... then they wander around, then on this one map i downloaded i was building an armory the bot dropped... a few secs later i see falling out of the 'sky' (or ceiling in this case, about 20 feet up) a prototype lab... and it landed right on a box that i had to use another player/building to get up ontop of... oh well, it made for a good spot to drop weapons/jetpacks etc. for myself without worrying about the bots RUNNING OVER TO IT EVEN THOUGH YOU **obscenity** DROPPED IT FOR YOURSELF<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> i find that funny. considering that the commander AI is pretty weak, i think the bots should be allowed to cheat, hah.
i really don't see any convenient way of making the bot commander smarter except for having pre-configured scripts that the cmdr bots follow.
say, you play as commander, and some recorder records what you build and where, maybe including where you move your troops. then the bot cmdr replay what you did. whenever there are enough rps he'll continue to build the next thing.
the more you play as commander, the more different scripts you have which are usually randomly picked by the bot cmdr. i dunno. might not be too easy either, considering a bot can hop into the CC at any time.
but really, whats it going to help the bots to put turrets where theres no TF? after all, no TF, no powered turret.
Heh, when I played as the aliens the marines managed to cheat by bypassing the infantry portal. Too bad for them they got killed off one by one and never returned.
I'm sure it would be possible to make a very good dynamic commander, just like any other RTS. It would be very difficult and time consuming, but possible.
Overall, the bot is already great. Keep up the great work!
I think Cheeseh should contact flayra...I remember reading that Flayra worked on Empire Earth.So he should have at least a basic idea on how Strategy AI is done.(I mean efficiently done)
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
should i make a new tread?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Ah, thankew for such a great bot anyway. I have this friend who is not as fortunate as many of us, with only a 56k connection, thus having this NS bot allows him to get a taste of what Natural-Selection is like. Kudos!
Heh well, i think the alien priorities need to be straightened a little too. I went 1v2, me as 1 alien, built up 3 hives, stockpiled tons of res, then maxed out both teams (4v4). Of the 3 alien bots, 2 went Onos, the other fade. Both the Onos just ran inbetween the hives generally doing very little, I didn't see the fade get any kills so I assume he wasn't doing anything productive either.
This went on for a fair few minutes, eventually I just got sick of watching them walk in circles waiting for them to attack something so I gave up.
And I've also noticed the bots have a fetish for building on railings.
These bots are good but mostly they get stuck in eclipse to marine start to to structures <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> then there comes lerk or fade and it shoots the idiot bot.And the bots still dont build res towers(i mean marine commander bot) <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->.btw hey the medlab,chemlab,nukeplant are in models section the have b_ in front them,medlab looks like it would be a rusty can thought.BUT do not add team_medlab or team_chemlab to rcbotbuildableslist,chemlab looks like turret factory,if bot tries to build medlab it goes to console and says cant precache models.
Can't play because he has a 56k connection? Bah, I play online with 56k and it works just fine. The only time I ever have a problem with lag is when there's a spike, and then everyone is having a problem. I'm actually amazed at how great it plays.
<!--QuoteBegin--peacekeeper+Jan 4 2003, 03:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (peacekeeper @ Jan 4 2003, 03:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Of the 3 alien bots, 2 went Onos, the other fade. Both the Onos just ran inbetween the hives generally doing very little, I didn't see the fade get any kills so I assume he wasn't doing anything productive either.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> you got them to Onos? howd you do that? i cant even get them to do that, i have gotten a fade, i tried to protect the bot, just to see if he would evolve, even ran around in circles, never attacking the marines, which was not very good, and the other bot stayed a lerk, dying 50% of the game time. it was most strange. is it just me, or do marines always fight the hives with a knife? also they knife other buildings, (like offense chambers, which result in their death). just curious, can some one else confirm these statements?
If you play 1 on 1, the alien bot will stay as a skulk. If you put two on the alien team, one will go gorge the other will play as skulk or possibly lerk.
With three or four, you may end up with two gorges, one will go fade, one lerk. I had a 4v4 game last night where there were two onos, one lerk and one gorge.
Actually cheeseh would be the best person to answer this, bug him.
Cheeseh, I am still seeing a crash/lockup with the bots. Not as frequent as with the previous version. Usually seems to happen when killing an AI player. Possibly some code being run that gets a null pointer due to that player being killed?
I don't know about the crash/lockup, I might have fixed it since latest version from my latest builds <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> But I can't remember.
The species selection is random so far. This is what it's like...
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> if ( GetTeam() == TEAM_ALIEN ) { /* need to be on the ground to evolve*/ if( ( pEdict->v.flags & FL_ONGROUND ) && ( pEdict->v.movetype != MOVETYPE_FLY ) && ( check_for_species < gpGlobals->time )) { short int evolve_type = 0;
// Too many gorges? short int species = GetSpecies(); // the bots current species bool dont_go_gorge = (species == TYPE_GORGE) && EvolvedSpeciesOnTeam(TYPE_GORGE) > (PlayersOnTeam(pEdict->v.team) / 2);
// Haven't eveloved species yet/or too many gorges (change back to skulk) if ( !(upgrades & UPGRADE_SPECIES) || dont_go_gorge ) { short int hives = AmountOfHivesBuilt(); // number of hives short int random = RANDOM_LONG(0,100); // the random number used
if ( dont_go_gorge ) // if dont go gorge (change back to skulk) { /* evolve type is skulk */ evolve_type = TYPE_SKULK;
has_evolved = FALSE; }
/* bot hasn't got a species to evolve into yet */ if ( !evolve_type ) { /* hives are more than two, all species can be evolved into */ if ( ( random < gorge_percent ) && ( species != TYPE_GORGE ) && (resources >= 13) ) evolve_type = TYPE_GORGE; else if ( (hives >= 2) && ( random < fade_percent ) && ( species != TYPE_FADE ) && (resources >= 44)) evolve_type = TYPE_FADE; else if ( (hives >= 2) && ( random < lerk_percent ) && ( species != TYPE_LERK ) && (resources >= 33)) evolve_type = TYPE_LERK; else if ( (hives >= 3) && ( random < onos_percent ) && ( species != TYPE_ONOS ) && (resources >= 70) ) evolve_type = TYPE_ONOS; }
/* got a species to evolve into yet? */ if ( evolve_type ) { /* flag to make sure bot wants to evolve */ bool evolve = FALSE;
/* dont evolve if more than half the team are already this species */ if ( SpeciesOnTeam(evolve_type) < (PlayersOnTeam(TEAM_ALIEN) / 2) ) evolve = TRUE; /* can the bot evolve? */ if ( evolve ) { /* set evolved flag to nothing if changing back to skulk so bot can check at a later time to check for different species to upgrade into */ if ( !dont_go_gorge ) last_evolved = UPGRADE_SPECIES; else last_evolved = 0;
/* evolve into this evolve type */ EvolveInto(evolve_type); } }
}
/* didn't find a species to evolve into - try to upgrade */ if ( !evolve_type ) UpgradeTrait(); } } <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
Wish I knew 'L337' programing stuff... even if people have problems with this... way to go on getting something like this out there for those of us that would like to practice and do have internet problems... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Comments
The install of the bots went fine but I can not play a lan game because it said (as stated above) cant load ns because the mod is not installed. I use another mod to go into ns, and once in the max bots (4) are not there and addbot doesnt work in the console. It says Command not reconised or something. What am i missing?
I'm running a dedicated server, NS resides under HLServer if this helps any....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There's a Line missing in Properties, ShortCut Tab.
Do this: right click your NS Icon on your desktop < click properties < click the ShortCut tab at the top (if not already selected) < then where it says, "Start in:" it should have a line there, but for some reason the NS team forgot to add it < add this line: "C:\SIERRA\Half-Life" or "C:\SIERRA\Counter-Strike" for Counter-Strike Retail users. Remember whatever one you use, don't add the "" quotes, example again: C:\SIERRA\Half-Life
I hear some have a line, but they are like this: C:\SIERRA\Half-Life\ns
That's not right either, it'll still not work if the line is that. So please take off the \ns if the line is that, if nothing is there, just copy and paste the line I shown you above.
Target on my shortcut for the server:
C:\HLServer\hlds.exe -game ns -console +map ns_bast -maxplayers 10 -particles 8192 +sv_maxrate 8000
Start in:
C:\HLServer
EDIT: Thanks... you mean my game shortcut not my Server short cut...
79.9 fps 0( 0 spec)/10 on ns_bast
Protocol version 46
Exe version 4.1.1.0
Exe build: 13:27:08 Jun 11 2002 (2056)
WON Auth Server
couldn't exec language.cfg
Server IP address 192.168.1.105:27015
Could not get IPX socket name, IPX disabled
Reason: WSAENOTSOCK
RCBOT: found METAMOD for WINDOWS : Using METAMOD.DLL
Metamod version 1.13.1, Copyright © 2001-2002 Will Day <willday@metamod.org
>
Metamod comes with ABSOLUTELY NO WARRANTY; for details type `meta gpl'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `meta gpl' for details.
loading waypoint file: ns\maps\ns_bast.wpt
Executing Admin Mod config file
"amv_private_server" is "0"
"amv_prvt_kick_message" is "0"
Adding master server 198.74.32.53:27010
Adding master server 198.74.33.62:27010
Adding master server 198.74.32.52:27010
executing server command: bind - "botmenu"
executing server command: bind 1 "slot1"
executing server command: bind 2 "slot2"
executing server command: bind 3 "slot3"
executing server command: bind 4 "slot4"
executing server command: bind 5 "slot5"
executing server command: bind 6 "slot6"
executing server command: skin_checking 1
executing server command: bot_aimingfactor 1.0
executing server command: bot_commanding 1
executing server command: exec autoexec.cfg
Edit: Also, I installed .22 and now if I run the bot.cfg file from the console it says command not found on all commands issured from the bat file. Before it wouldnt even run (.21) but above it says it executed them...
If your trying to use addbot command in dedicated server windows <b>it wont work</b> read the readme, type <b>bot "addbot"</b> instead, remember dedicated server bot commands must have the command
"bot" (without quotes) followed by the command <b>in quotes also</b>
executing server command: bot_commanding 1
min_bots set to 0
max_bots set to 4
executing server command: exec autoexec.cfg
Creating bot...
Created bot : Jimbob (skill : 2)
Creating bot...
Created bot : Edd (skill : 2)
Creating bot...
Created bot : Joker (skill : 2)
Creating bot...
Created bot : ><edge>< (skill : 2)
users
userid : uniqueid : name
------ : ---------: ----
0 users
The new bot.cfg had the min and max Rem'ed out... Edit!
Thanks tons!! for both answers... Awesome job on the bots... Lets go play comm! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Technically, Aliens DO have unlimited ammo. Their "ammo" depends on their energy level, which replenishes itself. Aliens, be they bots or humans, can shoot at you forever until you kill them. So its not a bot problem, its part of the game. (Methinks some people are playing Marines too much...)
/me sighs
What I meant is that alien bots dont seem to have to wait for thier energy to replenish, they just keep on shooting every half a second or so and dont stop until your dead (this may just be a strange bug that only I'm encountering) might be due to something the NS team had to change in order to make the regenerating ammo possible.
(http://homepage.ntlworld.com/pat.murphy/rcbot/wptpack1)
All you forgot on that link was the .zip, so it should look like this:
<a href='http://homepage.ntlworld.com/pat.murphy/rcbot/wptpack1.zip' target='_blank'>http://homepage.ntlworld.com/pat.murphy/rc...ot/wptpack1.zip</a>
Just thought you would like to know about that broken link. I tried to email you, but it sent me back an error, saying it couldn't send email. And I thought just post it here, since it's dealing with your NSBots anyways.
<b>Edit:</b> Well for some reason the link doesn't look right if you copy and paste it, it wont work that way, but the link I put does work, it's just that it adds that rc...ot, I don't know why it does that, cause the rcbot is shorter then rc...ot. Here's the Link that you can copy and paste:
(http://homepage.ntlworld.com/pat.murphy/rcbot/wptpack1.zip) Without the () Brakets, of course.
well the only one im having is when im running the server with the bots and say clanmod or adminmod, then the admin_execclient or cl_clexec commands don't work.
altho, it does make it easier for me to slaughter em <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = dead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
altho, it does make it easier for me to slaughter em <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = dead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
the only reason why they did become fades was because i started a lan game and played against my brother, aka, Cookie, and he was marines and I was aliens, i built all the hives, then they actually became a lerk, (although they usually died as a lerk, sometimes made to fade level, but never onos, if i wanted to, i could have killed the marines, but i wanted to see they go further, they never did, i dont think they upgrade either, are they supposed to?). anyway, i agree that they become easy kill like that.
the bots seem to build stuff without the cost of resources and they put turrets WITHOUT A TURRET FACTORY and they get arms labs and stuff before their even buildable (i.e. prototype lab before arms lab is finished etc.)... the hell?
waypoints allow for 2 hives to go up, but i havent seen them put 3, at 2 hives they got sensory chambers and defense chambers (2 of each, 1 at each hive) they didnt build a single resource tower except they tried to re-build the one they started with... too bad i sieged it
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> you kinda know what happens next... instant death
they go lerk at 2 hives... but they do nothing but spikes and the gorges are a bit aggressive... maybe i shouldve PM'ed you about this?
(pardon the large size but.... omg they |-|4><0|2!!!11... [anyone think thats gone too far?])
aha, i just read through and noticed the bot commanding as *beta* whew... i seriously thought he was gonna leave it like that, too bad they get out after 3 mins and dropping random things at random locations for no resources no matter whats already built... then they wander around, then on this one map i downloaded i was building an armory the bot dropped... a few secs later i see falling out of the 'sky' (or ceiling in this case, about 20 feet up) a prototype lab... and it landed right on a box that i had to use another player/building to get up ontop of... oh well, it made for a good spot to drop weapons/jetpacks etc. for myself without worrying about the bots RUNNING OVER TO IT EVEN THOUGH YOU **obscenity** DROPPED IT FOR YOURSELF
the bots seem to build stuff without the cost of resources and they put turrets WITHOUT A TURRET FACTORY and they get arms labs and stuff before their even buildable (i.e. prototype lab before arms lab is finished etc.)... the hell?
waypoints allow for 2 hives to go up, but i havent seen them put 3, at 2 hives they got sensory chambers and defense chambers (2 of each, 1 at each hive) they didnt build a single resource tower except they tried to re-build the one they started with... too bad i sieged it
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> you kinda know what happens next... instant death
they go lerk at 2 hives... but they do nothing but spikes and the gorges are a bit aggressive... maybe i shouldve PM'ed you about this?
(pardon the large size but.... omg they |-|4><0|2!!!11... [anyone think thats gone too far?])
aha, i just read through and noticed the bot commanding as *beta* whew... i seriously thought he was gonna leave it like that, too bad they get out after 3 mins and dropping random things at random locations for no resources no matter whats already built... then they wander around, then on this one map i downloaded i was building an armory the bot dropped... a few secs later i see falling out of the 'sky' (or ceiling in this case, about 20 feet up) a prototype lab... and it landed right on a box that i had to use another player/building to get up ontop of... oh well, it made for a good spot to drop weapons/jetpacks etc. for myself without worrying about the bots RUNNING OVER TO IT EVEN THOUGH YOU **obscenity** DROPPED IT FOR YOURSELF<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
i find that funny. considering that the commander AI is pretty weak, i think the bots should be allowed to cheat, hah.
i really don't see any convenient way of making the bot commander smarter except for having pre-configured scripts that the cmdr bots follow.
say, you play as commander, and some recorder records what you build and where, maybe including where you move your troops. then the bot cmdr replay what you did. whenever there are enough rps he'll continue to build the next thing.
the more you play as commander, the more different scripts you have which are usually randomly picked by the bot cmdr. i dunno.
might not be too easy either, considering a bot can hop into the CC at any time.
but really, whats it going to help the bots to put turrets where theres no TF? after all, no TF, no powered turret.
I'm sure it would be possible to make a very good dynamic commander, just like any other RTS. It would be very difficult and time consuming, but possible.
Overall, the bot is already great. Keep up the great work!
Or it could be waypointed...not sure.
POD bot source released...
<a href='http://podbot.nuclearbox.com/' target='_blank'>http://podbot.nuclearbox.com/</a>
I.. did not know that.
Hurrah!
This went on for a fair few minutes, eventually I just got sick of watching them walk in circles waiting for them to attack something so I gave up.
And I've also noticed the bots have a fetish for building on railings.
you got them to Onos? howd you do that? i cant even get them to do that, i have gotten a fade, i tried to protect the bot, just to see if he would evolve, even ran around in circles, never attacking the marines, which was not very good, and the other bot stayed a lerk, dying 50% of the game time. it was most strange. is it just me, or do marines always fight the hives with a knife? also they knife other buildings, (like offense chambers, which result in their death). just curious, can some one else confirm these statements?
With three or four, you may end up with two gorges, one will go fade, one lerk. I had a 4v4 game last night where there were two onos, one lerk and one gorge.
Actually cheeseh would be the best person to answer this, bug him.
Cheeseh, I am still seeing a crash/lockup with the bots. Not as frequent as with the previous version. Usually seems to happen when killing an AI player. Possibly some code being run that gets a null pointer due to that player being killed?
The species selection is random so far. This is what it's like...
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
if ( GetTeam() == TEAM_ALIEN )
{
/* need to be on the ground to evolve*/
if( ( pEdict->v.flags & FL_ONGROUND ) &&
( pEdict->v.movetype != MOVETYPE_FLY ) &&
( check_for_species < gpGlobals->time ))
{
short int evolve_type = 0;
check_for_species = gpGlobals->time + reaction_time + RANDOM_FLOAT(0.1,0.2);
// Too many gorges?
short int species = GetSpecies(); // the bots current species
bool dont_go_gorge = (species == TYPE_GORGE) && EvolvedSpeciesOnTeam(TYPE_GORGE) > (PlayersOnTeam(pEdict->v.team) / 2);
// Haven't eveloved species yet/or too many gorges (change back to skulk)
if ( !(upgrades & UPGRADE_SPECIES) || dont_go_gorge )
{
short int hives = AmountOfHivesBuilt(); // number of hives
short int random = RANDOM_LONG(0,100); // the random number used
if ( dont_go_gorge ) // if dont go gorge (change back to skulk)
{
/* evolve type is skulk */
evolve_type = TYPE_SKULK;
has_evolved = FALSE;
}
/* bot hasn't got a species to evolve into yet */
if ( !evolve_type )
{
/* hives are more than two, all species can be evolved into */
if ( ( random < gorge_percent ) && ( species != TYPE_GORGE ) && (resources >= 13) )
evolve_type = TYPE_GORGE;
else if ( (hives >= 2) && ( random < fade_percent ) && ( species != TYPE_FADE ) && (resources >= 44))
evolve_type = TYPE_FADE;
else if ( (hives >= 2) && ( random < lerk_percent ) && ( species != TYPE_LERK ) && (resources >= 33))
evolve_type = TYPE_LERK;
else if ( (hives >= 3) && ( random < onos_percent ) && ( species != TYPE_ONOS ) && (resources >= 70) )
evolve_type = TYPE_ONOS;
}
/* got a species to evolve into yet? */
if ( evolve_type )
{
/* flag to make sure bot wants to evolve */
bool evolve = FALSE;
/* dont evolve if more than half the team are already this species */
if ( SpeciesOnTeam(evolve_type) < (PlayersOnTeam(TEAM_ALIEN) / 2) )
evolve = TRUE;
/* can the bot evolve? */
if ( evolve )
{
/* set evolved flag to nothing if changing back to skulk
so bot can check at a later time to check for different species
to upgrade into */
if ( !dont_go_gorge )
last_evolved = UPGRADE_SPECIES;
else
last_evolved = 0;
/* evolve into this evolve type */
EvolveInto(evolve_type);
}
}
}
/* didn't find a species to evolve into -
try to upgrade */
if ( !evolve_type )
UpgradeTrait();
}
}
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->