Bot For Ns :d

1235725

Comments

  • johnnyjihadtalibanjohnnyjihadtaliban Join Date: 2002-11-11 Member: 8216Members
    all right, well it seems like your bots are coming closer and closer to perfection every patch <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    TWO CHEERS FOR CHEESEH!!!
  • MisfireMisfire Join Date: 2002-11-03 Member: 5764Members
    keep up the good work. Mass updating is better then waiting years for a new podbot version..
  • IceWolveIceWolve Join Date: 2002-11-09 Member: 7887Members
    why not make a limit for hte alien gorges to where if the bots see at least 2 gorges they will not evolve into one and if only one gorge one of them will evolve into them and so on.
  • stahlstahl Join Date: 2002-11-03 Member: 5717Members
    <!--QuoteBegin--IceWolve+Nov 14 2002, 12:16 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (IceWolve @ Nov 14 2002, 12:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->why not make a limit for hte alien gorges to where if the bots see at least 2 gorges they will not evolve into one and if only one gorge one of them will evolve into them and so on.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    the problem here is that if there is no gorge, chances are more than 2 bots see that there's no gorge, so they all try to evolve into one. this is because all the bots have individual "thought streams" if you will. they don't talk to each other.

    when an alien is evolving, what is their class? is it "EVOL" ? then assume that all "evol" classes are also "GORG". A side effect is that if a few bots are evolving into lerks, fades, etc. no gorges would evolve for the time being.

    or, keep track of classes within (shared) bot code. kind of like a reference counters work. when a bot evolves into a gorge, increase the counter. check the counter when a bot "considers" evolving into a gorge. the problem with this is that you'd have to set up a look of hooks to decrease that counter again. if a gorge bot is killed, or if it's killed during the evolution process of becoming a gorge, and who knows what extra scenarios.
  • IceWolveIceWolve Join Date: 2002-11-09 Member: 7887Members
    how bout a time delay then. Take the time it takes to evolve into a gorge add about 3 secs to it and then do it that way if there are no gorges they will wait to see if a gorage appears. that should fix the problem. and since not every on respawns at teh same time ti shouldnt make lots o gorges at the same time but it might at teh start of the game.
  • Stupendous_ManStupendous_Man Join Date: 2002-11-01 Member: 1875Members
    cant they just have a limit number of gorges, so that if there are more than x gorges, then the extras just go back?

    just my few cents...
  • BananBanan Join Date: 2002-02-22 Member: 235Members
    If the ekstras where to go back it would cause major mineral loss!
    Although I could see that as a temporary solution.
  • TheDamageTheDamage Join Date: 2002-11-06 Member: 7348Members
    Need to get these on to the skulks that gorges spawn at 3 hives.
  • PawnPawn Join Date: 2002-11-10 Member: 8120Members
    how bout SnowBallBots, They HungBot , Horse Bot, ICUPbot, THPS3Bot, InYourEarBot (or IYEB for short) , Midget Porn Bot, YaB (Yet another bot), Home Slice Getto bot version 40 oz, GatorBot, |307, or YackBot
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited November 2002
    Problem: they spam sensory chambers. This is cause of that those cost the least right? Make them spam Def instead if possible...
    The problem with this is: The enemy approaches!(sp?)
    But nonetheless! Its really nice to have people dedicated to make our life and playing experiences better. Thats for all (good) mod teams, and for all (good) bot coders and all (ingenious HA fooled ya:p) mappers!
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    Yea align I think that should be probably fixed with the version I'm working on because I've got bots to know how many resources they've got now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> I've added some stuck code too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> I might be ready for a new release tonight or tommorow!
  • MrBatmanMrBatman Join Date: 2002-11-05 Member: 7176Members
    I posted in the Rocket Crowbar forum but this seems to be the place to get attention... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    I was playing with the new 0.14 NS bots last night on ns_caged, and was somewhat disappointed. It seemed to work better in the 0.01 release. The marines do not stay where they are and wait for orders, they all wander off randomly and you have to go hunt for them. The marines are very reluctant to "go to your waypoint, soldier", they will sometimes head in that direction and then turn around and wander off. Unfortunately all my marines eventually wandered to the same low point in the map (Pumping Station 2, except for one that got stuck behind a turret), and would not follow the waypoint to the top of a stairway and out of their predicament. They seem to have a great deal of difficulty going up stairs or ladders or even small inclines. Similarly, all of the aliens got stuck at a low point in the sewer spawn and would not move beyond it. (Except it seemed a gorge or two got out but they refused to go any farther than the first hive, and just kept building sensory and attack pods around their spawn, mostly sensory pods.)

    On a side note: Can you set it so that the alien bots make their own waypoints, but the marine bots wait for you to make waypoints for them?
  • UnknownUnknown Join Date: 1970-01-01 Member:
    I've made some waypoints for ns_tanith

    Get them at the link in my sig

    Make sure you turn auto-waypointing OFF so that the bots won't go creating their own waypoints which will make them get stuck here and there <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • aXisaXis Join Date: 2002-11-16 Member: 8884Members
    <!--QuoteBegin--Align+Nov 15 2002, 03:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Nov 15 2002, 03:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Problem: they spam sensory chambers. This is cause of that those cost the least right? Make them spam Def<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, i agree.

    I'd prefer to a see a ratio system - eg 3 offensive, 2 defensive, 1 sensory.

    On a similar note, a gorge percentage rather that a hard gorge limit would seem sensible too - eg minimum 1, no more than 30%


    Thanks for your great work so far. We all appreciate it.
  • digzdigz be still, maggot Join Date: 2002-05-07 Member: 588Members, NS1 Playtester, Forum Moderators, Constellation
    wow cheeseh that is some great pr <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    i think its fans like you that bring out the best in mods, can't wait to try out the bot! If I wasn't so overwhelmed from my first impressions of NS, I would say your effort is pretty damn snazy.
  • philmcnealphilmcneal Join Date: 2002-10-24 Member: 1585Members
    edited November 2002
    how about a meta mod version? so admin clients can control the bots via a simple gui ( like cs's gui )

    and of course it would maintain our previous plug ins, and the bots can just hang around in dedicated server until someone comes.

    As people join the bots leave... kinda like to fill up space while no humans arren' on teh server yet.

    oh and low cpu usage <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    I have made a new release (0.145) I think I should have fixed some waypoint follwing problems although it might still be buggy (It should also use slightly less cpu).

    -bots will repair buildings with the welding torch. (beta)
    -better stuck code.
    -bots should know how much resources they have.
    -alien bots build less sensory chambers (fixed).
    -more building bugs fixed.
    -if you tell bot to build something it cant see it will find a route to it and defintly try to build/repair it. (fixed)
    -bots should know when to use portals.
    -aliens bots don't attempt to attack the commander
    -slightly changed the way bots follow waypoints, it may be buggy but I got it to work eventually.
    -This version will also come with 2 properly made waypoints (for ns_hera and ns_eclipse)

    <a href='http://homepage.ntlworld.com/pat.murphy/rcbot/rcbotns.zip' target='_blank'>RCBot For NS Version 0.145</a>

    As for some questions <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->....


    <!--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-->...I posted in the Rocket Crowbar forum but this seems to be the place to get attention...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    lol, I hardly check out my forum cause I've practically forgot about it (I need a better board for a start <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)

    You should make your own properly made waypoints if your experiencing problems because the waypoints the bots make aren't great but their good if there are no waypoints to download, but If you can make waypoints yourself all the better <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I have a waypoints page on the website but no waypoints are uploaded yet, I'll get round to that soon. I should have fixed this of course in the latest version (If I haven't I'll keep on checking because I've tested the bots a few times and that's happened before) The typical cause though was just the fact that the bots didnt know how to get to that waypoint, so good waypoints are really needed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    <!--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-->Can you set it so that the alien bots make their own waypoints, but the marine bots wait for you to make waypoints for them?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes probably but I don't know if that would help <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> I might add an option in a later version, right now its making proper waypoint time <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    ...
    <!--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-->I've made some waypoints for ns_tanith<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Ohh I might check em out, if theyre good enough I'll stick em on the waypoints page but if I think they need work I'll tell you what to fix !
  • bonoryebonorye Join Date: 2002-11-10 Member: 7998Members
    hey cheese, your update on the bot works great! the aliens still don't seem to be able to find and build hives quick enough yet though. Great job. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    *urk* noticed a few bugs maybe another update later? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Noticed they got stuck on doors and stuff, they should goto the right button to open the door. I'll release it tonight maybe !! I'll fix an alien bug where they dont use some weapons too and see if it works...
  • BananBanan Join Date: 2002-02-22 Member: 235Members
    w00t!
    I love these bot's they just work better and better each version.
    Well I guess thats kind of the point with them but then again they really do.

    I'd like to see the aliens evolving to more then lvl 2 a bit better made.
    I see them do it very rarely but it's really awesome when they do so.

    Also, my bots still won't use those blasted ammo dispencers!
    grr, stupid bots <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    Oh well come to think of it they are smarter then most players anyway so it's not really that bad.
    Also, they still have that problem when they call for more ammo, but have they're knife out so they wont get it.

    Other then this I can't see any major issues (I just can't understand why the bots don't use the ammo dispencers, I haven't seen them do it once)
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    edited November 2002
    Here's another update!!! lol sorry but I noticed annoying bugs. If you can try telling a bot to defend something far away, it will go to it, but It won't stay and defend it for some reason <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> I think you should try, but I haven't had time to debug because I need a rest <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

     Lerk bots will fly about a bit more <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
     Bots should use the button to open a door that they want to go through more often.
     Bug where bots couldn't evolve into ONOS.
     Bug where ONO's bots would keep trying to touch a waypoint (because ono's are big!).
     Alien bots should use other weapons more often.

    <a href='http://homepage.ntlworld.com/pat.murphy/rcbot/rcbotns.zip' target='_blank'>Download Link (0.146) !!!!! <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--></a>

    btw the bots always seem to use the ammo dispensers with me <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> oh and I should have fixed the bug so bots will change weapon before picking up ammo I hope.
  • MisfireMisfire Join Date: 2002-11-03 Member: 5764Members
    Great work. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo-->
  • philmcnealphilmcneal Join Date: 2002-10-24 Member: 1585Members
  • IceWolveIceWolve Join Date: 2002-11-09 Member: 7887Members
    they never seem to use the ammo dispenser with me. And mayeb make it to where when they run out fo ammo they use their knife.
  • BananBanan Join Date: 2002-02-22 Member: 235Members
    If they run out of ammo they DO pull out their knifes, this is the problem.
    See they run out of ammo and pulls out their knifes, then they start calling for ammo, i'd give them ammo but they'd have their knifes out so they wouldn't pick it up.

    I'm waiting for one of my friends to come online and we'll be testing this new version then to see if we can find any bugs.
    Anyway GG cheeseh and keep up the good work.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    I love this bot. Works great. Did you fix marines with jetpacks? They don't use them that well, last time I checked. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • othellothell Join Date: 2002-11-02 Member: 4183Members, NS1 Playtester, Contributor
    good bots, but there is this one bug that i found quite funny. basically, the bot(s) go to build a structure, but more than half the time they decide to jump up ON it. sometimes they'll finish building when up there, but most of the time not. either way, they start running on top of it and never get off. :-/

    funny to look at, but annoying nonetheless.
  • philmcnealphilmcneal Join Date: 2002-10-24 Member: 1585Members
    maybe a in game gui would help
    oh and a metamod version <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    Cheeseh, you release new versions everyday, its hard to keep up! aaaahhh!
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    you don't need any plugins to make bots leave when there are a certain amount of players and join back when the players leave (unless your running a listen server).
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