eek, metamod <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> Do you mean completley changing my bot so it works with smelly metamod code <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> The best I can be bothered to do is make the bot autoload the metamod.dll file which will save you from doing all the mm_gamedll stuff... I can proactically do anything in my bot that metamod can do anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
eek, in-game GUI's, as far as I could see in the messages that NS has, I didn't see any GUI message, perhaps flayra can shed some light on how to do it, but I don't know how to right now.
ooh, jetpacks, well urr I never even implemented any jetpack stuff (did I say they coulkd use jetpacks? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> ) so the bots don't know if they've got a jetpack or not or what to do with it.
"go to build a structure, but more than half the time they decide to jump up ON it"
LOL, yes I have seen that before when I told more than three bots to build something at once and one of them jumped on top and started dancing or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> eventually it just walked off again though when it was built <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I am not sure if this happens with anyone else but after I installed the bots, the game would usually freeze mah whole pc. I know that this isn't just a one off thing because it's happened everytime I've played NS with the bots installed and running. This problem is getting relativly more annoying since now I can't play with any NS bots at all, at least when I had the earily versions I could play with them.
Anwayz Cheeseh, could you plz look into this problem as see if you can sqeesh this bug?
lol yes I have noticed the freezing bug with the version 0.146, the problem was the bots where looking for buttons to press to open a door, but sometimes it just went through an endless loop trying to find a button, so I've limited it so it shouldn't freeze now... It would usually occur on ns_bast at the rotating door for example.
yes another release to fix it is ready right now! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
oh yea I've added real waypoints for ns_bast now and a little addition where bots will say if they want the commander to build a resource tower <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I.e. when they see an open resource fountain they'll say something in rcbot_buildchat.txt (if you look in the text file you'll see I'm planning for bots to say if they want other things built <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
Anyway new relase to fix this darn freezing bug <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
What three up dates while I was away on the weekend cool man you work fast!!!
I'll give them a whirl tomorrow morning I need sleep
By the way to join the list <b>keep up the good work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> </b>
i was just playing with 1.47 bots on ns_bast... <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=18&t=11840' target='_blank'>Here</a> is the wierdness that happened. I am not sure if its Cheeseh's bot or just NS, but it was awfully strange and disturbing.
This bot has come a long way i played wit it in 0.14 and it was terrible now it seems to be smoothening out and getting beta plus ur updating it like hell good work cheesah btw u mite wanna make it so the aliens actually try and go for resource towers `n hives coz they usually stay at their main hive for some reason
How about a function to make bots kick the commander out of the chair? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Lol just kiddin keep up the good work cheeseh
Great Work Cheeseh...you did beat CountFloyd in updating a bot.
Anyway,I used to make waypoints for podbot(used to) and I found out that every time the bots use the same routes,even though they do learn each time but you will find out that the important team waypoints decide the strategy.
So I made different versions of each map I waypointed,each one with different strategies.I asked CountFloyd if its possible to cycle through these waypoints but it seems he was too busy at that time.To evolve it more,even maybe have like 10 waypoints per map,then each time the bots will use a different waypoint(i.e. different routes)
In Natural-Selection(which you will find it weird if I told you I havent played yet,due to exams) Marines would build fortifications at different places...etc.
Consider it.(I know there are only a few waypoints at the moment but every bot starts this way,then the community will expand it more) BTW,Keep up the goodwork...
<i>How about a function to make bots kick the commander out of the chair</i>
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> In a later version it might be good for me to let bots judge the commander and vote him out if they think they aren't helping them much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<i>...then each time the bots will use a different waypoint(i.e. different routes)...</i>
In my book, this is <b>not</b> needed. I'm using A* algo but not multipathing (which I can stick into it easily) yet, of course I'd prefer if the bots took the shortest route because I wouldn't like to see them running halway round the level to go a different way to a waypoint in the next room if you know what I mean (especially with orders of course) But I'm going to add implementation (which will be easy) for bots to find other routes into places by avoiding routes where they dont want to go (E.g. Imagine a weak alien bot gets struck down by sentries, it remembers where they are, and avoids them by going to its previous goal using a different route).
At the moment anyway I'm just creating a bot that can do most of the things in the game but not tactics or things like that yet, It's pretty early stage still so all I'm doing is implementing as many features that I can and making a release, before spending ages on another release.
DAM **obscenity**! IS IT JUST ME. YOUR BOT PROGRAM MADE TWO NS's and made me go crazy! I like things simple and when I removed your program everything in NS was set to default settings and now I constantly get the Half-life message error which annoys me because I think its saying "HI" like its trying to **obscenity** me off. I can't join any of my saved favorite NS servers. WTF! I say "two" Ns's because I open HL and go to custom games and there's two NS's since I put the bot files in the NS directory. DAMN! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
EDIT: OMG this is just damn swell! Now that I changed the keys to my settings came on these boards and returned , my keys have been returned to Default again, infact everything has returned to defaults again. Thanks, I didn't know a risk was involved with this program. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
EDIT: (TEN OR SO HOURS LATER) Wow it gets even better. Don't know who to blame. Now HL constantly has unnexpected error and when I try to disconnect from a server HL stops responding. Cheers! And I have had HL since when it came out o some 5 years ago and never had this stuff happen to me. Now I shall kill myslelf over some stupid game because I have done complete reinstall of everything with no luck. You have to admit this really ****** sucks **obscenity**! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
That happened to me before, and it wasn't rcbot causing it, had nothing but plain vanilla half-life and it just popped up while I was beating single player, I reinstalled it but it was still there, so I uninstalled it, deleted *everything* that had anything to do with HL and reinstalled it, worked fine after that.
I've got several global bugs/ideas that I think do not require a lot of coding
-bots should try to crouch-jump when run into an obstacle (they get stuck on fences on eclipse often, intead of jumping over them) -aliens should keep the gorge count to 1 (or 2 at least) -it would be good for waypoint mappers to add hive and resource waypoints for beginning. gorges should go to this points and build RT and hives. -marine bots should immediately listen to any orders given (they sometimes ignore you)
I'm not sure whether I just missed something obvious, but could someone please describe for me how I can run this bot along with metamod? I saw the post with "+localinfo ...", but am not sure how to use it.
Thanks, Lesch
Never mind... Found the answer at the metamod website...
Just a random note, for 'solving' the 'jump over fences' problem with the bots.
It takes a lot of running back and forth, but build manual waypoints on the top of the fence that are crouched waypoints, that only have one 'entrance' to then, and one exit, in as straight a line as possible.
The bots seem to deal real well with this, since they see the route 'over' the fence to the further waypoint, and once they hit the 'crouched' waypoint on the fence, they jump and crouch to it, then run off to the 'standing' waypoint on the other side.
At least... it's working well enough for NS_Caged, which I'm making good progress on waypointing like mad for Marines.
Is there any special work I need to do, waypointing for Skulks or Lerks? I.E. Lerks obviously can fly, and Skulks can wall-climb into all sorts of vents. :-) Or do the aliens tend to stay as Skulks currently? Yes, I could probably find the answer to this by reading the thread in it's entireity, but I'm being lazy for once in my life. :^)
great job on the bot cheeseh <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> got a question though, is there any way to stop the bots running around all over the place? i mean, i don't want it turning into a crummy rts, but before i can build up the base the bots are all off all over the place...
Comments
eek, in-game GUI's, as far as I could see in the messages that NS has, I didn't see any GUI message, perhaps flayra can shed some light on how to do it, but I don't know how to right now.
ooh, jetpacks, well urr I never even implemented any jetpack stuff (did I say they coulkd use jetpacks? <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> ) so the bots don't know if they've got a jetpack or not or what to do with it.
"go to build a structure, but more than half the time they decide to jump up ON it"
LOL, yes I have seen that before when I told more than three bots to build something at once and one of them jumped on top and started dancing or something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> eventually it just walked off again though when it was built <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Anwayz Cheeseh, could you plz look into this problem as see if you can sqeesh this bug?
Cheers
yes another release to fix it is ready right now! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
oh yea I've added real waypoints for ns_bast now and a little addition where bots will say if they want the commander to build a resource tower <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I.e. when they see an open resource fountain they'll say something in rcbot_buildchat.txt (if you look in the text file you'll see I'm planning for bots to say if they want other things built <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
Anyway new relase to fix this darn freezing bug <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
<a href='http://homepage.ntlworld.com/pat.murphy/rcbot/rcbotns.zip' target='_blank'>Rcbot version 0.147 fix <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--></a>
*edit*
.147 does fix the freeze. I did have a HL crash on game restart, ns_bast, 24 players. Not sure if it was due to ns, hl, or the bots.
Good work Cheeseh.
It looks like the build distance was decreased. I sometimes see marines standing close to a structure clicking use and doing nothing.
Marines won't use ammo dispensers in my games. Where do you place yours if they work?
I'll give them a whirl tomorrow morning I need sleep
By the way to join the list <b>keep up the good work <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> </b>
But when my bots do manage to follow my orders, its awesome, and works really well.
Great bot Cheeseh.!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
go in the bot.cfg and uncomment the line that says it, or just type it in console
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=18&t=11840' target='_blank'>Here</a> is the wierdness that happened. I am not sure if its Cheeseh's bot or just NS, but it was awfully strange and disturbing.
btw u mite wanna make it so the aliens actually try and go for resource towers `n hives coz they usually stay at their main hive for some reason
Anyway,I used to make waypoints for podbot(used to) and I found out that every time the bots use the same routes,even though they do learn each time but you will find out that the important team waypoints decide the strategy.
So I made different versions of each map I waypointed,each one with different strategies.I asked CountFloyd if its possible to cycle through these waypoints but it seems he was too busy at that time.To evolve it more,even maybe have like 10 waypoints per map,then each time the bots will use a different waypoint(i.e. different routes)
In Natural-Selection(which you will find it weird if I told you I havent played yet,due to exams) Marines would build fortifications at different places...etc.
Consider it.(I know there are only a few waypoints at the moment but every bot starts this way,then the community will expand it more)
BTW,Keep up the goodwork...
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> In a later version it might be good for me to let bots judge the commander and vote him out if they think they aren't helping them much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<i>...then each time the bots will use a different waypoint(i.e. different routes)...</i>
In my book, this is <b>not</b> needed. I'm using A* algo but not multipathing (which I can stick into it easily) yet, of course I'd prefer if the bots took the shortest route because I wouldn't like to see them running halway round the level to go a different way to a waypoint in the next room if you know what I mean (especially with orders of course) But I'm going to add implementation (which will be easy) for bots to find other routes into places by avoiding routes where they dont want to go (E.g. Imagine a weak alien bot gets struck down by sentries, it remembers where they are, and avoids them by going to its previous goal using a different route).
At the moment anyway I'm just creating a bot that can do most of the things in the game but not tactics or things like that yet, It's pretty early stage still so all I'm doing is implementing as many features that I can and making a release, before spending ages on another release.
I look forward to see the A* implementation(when I try NS...hope the exams finish soon).
I say "two" Ns's because I open HL and go to custom games and there's two NS's since I put the bot files in the NS directory. DAMN! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
EDIT: OMG this is just damn swell! Now that I changed the keys to my settings came on these boards and returned , my keys have been returned to Default again, infact everything has returned to defaults again. Thanks, I didn't know a risk was involved with this program. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
EDIT: (TEN OR SO HOURS LATER) Wow it gets even better. Don't know who to blame. Now HL constantly has unnexpected error and when I try to disconnect from a server HL stops responding. Cheers! And I have had HL since when it came out o some 5 years ago and never had this stuff happen to me. Now I shall kill myslelf over some stupid game because I have done complete reinstall of everything with no luck. You have to admit this really ****** sucks **obscenity**! <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
<a href='http://kl33r.houstondod.com' target='_blank'>My waypoints</a>
I've got several global bugs/ideas that I think do not require a lot of coding
-bots should try to crouch-jump when run into an obstacle (they get stuck on fences on eclipse often, intead of jumping over them)
-aliens should keep the gorge count to 1 (or 2 at least)
-it would be good for waypoint mappers to add hive and resource waypoints for beginning. gorges should go to this points and build RT and hives.
-marine bots should immediately listen to any orders given (they sometimes ignore you)
Keep up!
Thanks,
Lesch
Never mind... Found the answer at the metamod website...
It takes a lot of running back and forth, but build manual waypoints on the top of the fence that are crouched waypoints, that only have one 'entrance' to then, and one exit, in as straight a line as possible.
The bots seem to deal real well with this, since they see the route 'over' the fence to the further waypoint, and once they hit the 'crouched' waypoint on the fence, they jump and crouch to it, then run off to the 'standing' waypoint on the other side.
At least... it's working well enough for NS_Caged, which I'm making good progress on waypointing like mad for Marines.
Is there any special work I need to do, waypointing for Skulks or Lerks? I.E. Lerks obviously can fly, and Skulks can wall-climb into all sorts of vents. :-) Or do the aliens tend to stay as Skulks currently? Yes, I could probably find the answer to this by reading the thread in it's entireity, but I'm being lazy for once in my life. :^)
got a question though, is there any way to stop the bots running around all over the place? i mean, i don't want it turning into a crummy rts, but before i can build up the base the bots are all off all over the place...
Fixed.