Bot For Ns :d

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Comments

  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    woot i can't wait for fade and lerk bots.
  • Mercenary_TenguMercenary_Tengu Join Date: 2002-11-10 Member: 7960Members
    Thats not true align.
    To be honest I played with the bots last night for nearl 2hrs
    And only one turned into an onos and I started getting slapped around.
    good thing I had heavy armor + nade launcher at the time. I think bots do
    evolve only you haven't noticed it cause it takes a realy realy long time.
    **obscenity** snuck up behind me as an onos too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • PawnPawn Join Date: 2002-11-10 Member: 8120Members
    you know you could do whole single player campines with really good bots...think about it...
  • special_Edspecial_Ed Join Date: 2002-11-10 Member: 8110Members
    NS would be sweet in single player
  • MobayMobay Join Date: 2002-11-05 Member: 6986Members
    Weeeee this is so nice...!!

    All hail to the mighty bot maker's
    THX M8 4 thies nice bot's im gonna try 'em ASAP

    I would make bot's my self but i don't know how to code and stuff <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • AcidFireAcidFire Join Date: 2002-11-02 Member: 4214Members
    <!--QuoteBegin--.:special:.Ed+Nov 11 2002, 05:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (.:special:.Ed @ Nov 11 2002, 05:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->NS would be sweet in single player<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yup, something like Starcraft so first you play with marines. You start as a basic lmg marine and you "evolve" during the story so you get heavy lmg, armours and other nasty stuff and finally you become a commander. When you finish marine campaign the story would continue as aliens and so on...

    Of course this all requires a lot of work in mapping, coding the bots and mostly the storywriting. The NS world we can read from the official ns site helps storywriters thou.

    But would this become just AvP III? (I don't say it's a bad thing but some original and special ideas please). <!--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--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.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-->
    \o/ \o/ \o/ \o/ \o/ \o/
  • PlantHeadPlantHead Join Date: 2002-11-11 Member: 8192Members
    Excellent bot..at last I can practice being a comm without having to deal with annoying noobs yelling ammo, HMG right at the start of the game.
  • InflatablewomanInflatablewoman Join Date: 2002-11-06 Member: 7346Members
    Yeah. Is there anyways that the mod can improve the Human AI??? Some of the players are a bit dumb. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    edited November 2002
    !!! EDIT :: Arghhh, noticed the "bots dont build things a lot" bug !! I'll fix it in a few minutes.... and i'll post another reply when im done so you'll need to redownload when I reply for the bots to build!!! <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    wo0ohoo.... I finnaly got some things working you might like to test! I've built a version 0.14 (already <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->) Here are the changes....

    Bots can use usable doors more often (e.g in ns_nancy map)
    Bots can evolve into other alien species (beta stage!)
    Bots can weld weldable objects if they have the welder (beta stage!)
    Bots should destroy web strands with the welder
    Bots should use ammo dispensers properly now!
    Bot Welcome Message shows on every map load and uses the default NS message interface
    New variable "auto_waypointing" setting is 1 or 0 for bot autowaypointing.
    More than one bot can now take the same order at a time.

    <a href='http://homepage.ntlworld.com/pat.murphy/rcbot/rcbotns.zip' target='_blank'>Download Here</a>
  • LancerEvoXLancerEvoX Join Date: 2002-11-01 Member: 2277Members
    Woohoo... new version. Great Job Cheeseh. Its amazing how fast these versions of the RCBot comes out. Keep up the great work.
  • BananBanan Join Date: 2002-02-22 Member: 235Members
    w00t! And this is what makes the bot so addictive, all these small updates, I like it, 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-->
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    w0o0t Build bug fixed, you can now tell a bot to build things as commander and they'll do it all the time! (You'll need to re-download if you downloaded it before this post though! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->)
  • Bicycle_Repair_ManBicycle_Repair_Man Join Date: 2002-11-09 Member: 7926Members
    Another version from 0.13?
    If so, cool, keep up the good work!
  • DojDoj Join Date: 2002-11-12 Member: 8277Members
    Yeah a few new waypoint options are needed. A "weld" waypoint is needed so they can weld vents closed, etc.
    the rest of them are related to building. a way to waypoint goot build <b>zones</b> would own (for the kharaa - im shudderring at the thought of someone coding a bot commander <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->). Eg - a zone to show where its more useful to put O and D chambers, etc

    Oh, nice bot BTW
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    Nice work Cheesey, but can you put on your website which version we're downloading please?
    Just so we don't download the same once twice.

    Thanks
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    Hey Cheeseh, could you post a link to your page and also a link to the latest bot build, both in your .sig? That would be useful.
  • creaping_deathcreaping_death Join Date: 2002-11-10 Member: 8008Members
    give it a name
    (rocket crowbar bot is not quite fitting)
  • MHA-YoDaMHA-YoDa Join Date: 2002-11-10 Member: 8091Members
    hmm i think the version number is in the readme file you get with it, and as its not a massive download then thats ok with me, even on 56k <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    But there are a few problems with it after i did some testing on it yesterday, first of all the bots will not respond to the commander "me", example is to select a few bots, then place a turret, or any building, now unless they are right next to it, they will often just wonder off and forget about it, leaving the base wide open for attack "this is of course the marines"

    Also once they have wondered off it is almost impossible to get them to return to the base again, they seem to just stick around certain areas on ns_hera "can't remembe the name of the location but its the far east side next to the hive."

    The intelligence doesn't seem that great, maybe you could make them want to build more, instead of just wondering around getting killed.

    Also they don't seem to want to go anyway in groups, unless you select all of them and ask them to goto a waypoint "again same problem as above"

    Other problem i have found so far is they will ask for ammo or health but won't pick it up, and as many of you commanders will know it can be hell trying to give one marine a medpack while he is running about.

    Also try to make them get their ammo from the ammo factory once they spawn in, and picking up weapons too.

    Other than that so far a good bot, just some tweaking is needed to make it a great bot, but well done so far in such a short amount of time.
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    These are things that will be added in the future please not I've only worked on it for like a week and it's in its bare beta stage, just because it can follow orders dont expect it to be like real players <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> I haven't added anything yet to tell bots to run around in groups etc they things will be done a bit later.

    As for the version, its in the left frame of the webpage <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    And for the name (It's Rocket Crowbot btw <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->) I don't feel like changing it unless I get some leet name to pick <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    "A "weld" waypoint is needed so they can weld vents closed" - Not really, If I know where abouts you can weld things then I can find the nearest waypoint to it which will do the same thing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    "a zone to show where its more useful to put O and D chambers, etc" Waypoint zones shouldn't be required in Natural Selection since every map has an info_location with info on the "zone" so later I'll make an editable script for each map maybe with all the locations in it and what they can do in each area.

    "Also once they have wondered off it is almost impossible to get them to return to the base again, they seem to just stick around certain areas on ns_hera "can't remembe the name of the location but its the far east side next to the hive.", The bots will just wonder around UNLESS you give them an order to go back to base <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> ( I Hope they do that anyway unless there's a bug )

    "The intelligence doesn't seem that great, maybe you could make them want to build more, instead of just wondering around getting killed." - As far as I tested the bots build like crazy ! You don't have to give them an order to build but they still should build things (more often than in older versions) and they will always always build something when you give them an order to build <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • SmellslikefecesSmellslikefeces Join Date: 2002-11-11 Member: 8194Members
    Thanks for allowing us to turn off the autowaypointing. I made waypoints for eclipse but they would follow them for a bit then go jumping off a ledge to get stuck. I kept removing these waypoints they would add and they would keep doing it. This new feature should stop that. Thanks.
  • SmellslikefecesSmellslikefeces Join Date: 2002-11-11 Member: 8194Members
    You know what we need is some way of making the bots realize that their at a new hive spot and then sit tight and get ready to build a hive. Right now they just wander thru the room building random structures and then they wander on. Also if they could recognize an open resource node and then build a resource tower on it. Maybe a constant if then loop where if close to resource node then build tower else keep searching? Might work same way for hives. Just a thought. Keep up the good work man.
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    "Also if they could recognize an open resource node and then build a resource tower on it" - They should do that already but most of the time they don't have enough resources, so they keep moving around it until they have enough resources and build it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> The know if there is already a resource tower near it or not as well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    All the other things.. yep future tactics for the bot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • IceWolveIceWolve Join Date: 2002-11-09 Member: 7887Members
    How about a commander bot. so you can practice agaisnt aliens as marine with a good commander and when you ask for ammo or health it can speedy do it and build thigns near team that would be to practice agaisnt bots with a good commander and all. or a server witha bunch of n00b commander s abot can do it for them.
  • PawnPawn Join Date: 2002-11-10 Member: 8120Members
    edited November 2002
    CALL IT <b>NaturalS</b> (it sounds like a boob job pill)

    <img src='http://www.houseofvs.homestead.com/files/pawn/nats.jpg' border='0' alt='user posted image'>
    /\ spent 24 seconds (timed) in paint makeing that so it better get used...ALOT!

    others
    Nicia - greek for victorious army
    Fälschung - meaning fake in german
    KräheBOT - crow bot in german
    BorkToB -bork bot
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    I have to say Cheeseh...GREAT WORK!

    I love this. I thank you sincerely and look forward to all updates.

    The bots are great for practicing commanding.

    Althoguh, If I were to suggest one thing, it would be to perhaps make them not walk around randomly so much, gets to be a pain once in a while when they wander off.
  • PulsePulse To create, to create and escape. Join Date: 2002-08-29 Member: 1248Members, Constellation
    edited November 2002
    Ok, You've finally cured them of ignoremybuildorders-itis, but I still have a list of problems and things it needs, some of these were already mentioned but most are a few pages back anyway, so...

    Bugs/Problems:
    1. when you tell them to guard something they have a 50/50 chance of ignoring it and running off
    2. when they run out of ammo they keep on asking for some, but can't pick it up because they have a knife out
    3. they don't evolve into anything higher than lerk, and I've only seen one of those
    4. still no gorge limit, and they evolve to gorge as soon as they have the rp's which means you almost NEVER see skulks
    5. theres a 2 second pause before they follow an order, making it impossible to give them complicated waypoints
    6. They used to be able to see you wherever you were, now it seems that they have lign of sight vision, this is good except for the fact that sometimes you can sit right in front of them and they can't see you for a few seconds
    7. they almost never build a hive, maybe you could make a trigger at hive locations to make them stay there, evolve to gorge, save up, make the hive as soon as they have the rp's and build defences around it

    Some things I'd like to see:
    1. a follow command for one or all bots ie. follow "m1st4rl337b0t" would make him follow you, follow would make the nearest bot follow you, and follow all would make every bot on your team follow you (this would help a LOT with waypointing too)
    2. team specific waypoints
    3. make them use and respond to the radio
    4. One real annoyance is that the bots run out and die instead of waiting for waypoints, you can prevent this while still letting them move around a bit by not allowing them to leave an area unless told to do so (this is for marines only of course) for example: SirB0tzAlot spawns in Atmospheric Processing and starts running around and exploring, but cant leave AP unless you tell him to via waypoints or the follow command I mentioned earlier, some places have no names though, so you could create an "area" by stopping them from entering anywhere that has a name if they are in a place that doesn't, there would also be a command to turn this off if they get stuck or you WANT a bunch of rambo's running around. (like if no one is commanding)
    5. Commander bots, icewolf had the right idea about those, the only problem is getting them out when you want to command and getting them in when you aren't commanding, so there would be a separate command to kick bots out of the cc (you can't really vote them out when your playing alone) and leaving the cc would trigger the nearest bot to go for it
    6. make them understand phase gates, so if you send them way out, and that phase gate right over there would get them there quicker they would use it, and they would avoid phases otherwise
    7. a menu, and not just some crappy "press 1 to add a bot, press 2 to kick a bot" menu, but a full featured one with all the commands you currently have and the ones that I suggested above, and in an NS style pie menu, or if thats not possible then at least the vgui
    8. you update a lot, I like this though, so keep it up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> maybe an auto-update program would be nice
  • creaping_deathcreaping_death Join Date: 2002-11-10 Member: 8008Members
    edited November 2002
    Name it BoB I am sure Moleculor would not mind *ducks for cover*

    I seen about 3 skulks I one game over about 20 gorges (and they don’t up grade but I expected that’s not in yet)

    They have troubles in using a ladder so if they fall down they tend to try and get back ending up just humping the wall with a ladder near by

    edit it was on eclipse /edit
  • johnnyjihadtalibanjohnnyjihadtaliban Join Date: 2002-11-11 Member: 8216Members
    Keep up the good work Cheeseh.
    Not sure if anyone has suggested it, but what a bout a bot that could act as the commander. Might sould like a stupid idea, but its hard to practice as an alien when they won't have a commander.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    How do you make your own waypoints for a map??
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    <!--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-->1. a follow command for one or all bots ie. follow "m1st4rl337b0t" would make him follow you, follow would make the nearest bot follow you, and follow all would make every bot on your team follow you (this would help a LOT with waypointing too)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    it's easy to do but I don't usually say "follow me" when online <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> I could make a setting for bots to follow players when they ask to other other things, but if the setting is off, I'd rather make bots choose who they want to follow <!--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-->it would be to perhaps make them not walk around randomly so much<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I'll make it weh nthey haven't seen an enemy for ages they'll run go back to the base or follow someone <!--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-->2. team specific waypoints<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't really see the need in team specific waypoints as each team can go anywhere, theres no particular boundaries for each team, but if there is they will only goto places where they know how to get to. They are already implemented by the way using the waypoint menu but I'm ignoring the fact if they are team specific or not.

    <!--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-->
    7. a menu, and not just some crappy "press 1 to add a bot, press 2 to kick a bot" menu, but a full featured one with all the commands you currently have and the ones that I suggested above, and in an NS style pie menu, or if thats not possible then at least the vgui<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    NS style pie menu? I can't do VGUI i don't think because I need to know how its done in the client dll for NS.

    <!--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-->How do you make your own waypoints for a map??<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'll include a waypoint readme in the zip in the next realese, but the typical HPB_Bot waypoint readme will be practically the same as it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> So read that

    <!--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-->4. still no gorge limit, and they evolve to gorge as soon as they have the rp's which means you almost NEVER see skulks<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    There IS a gorge limit, the only problem is, while some are evolving to gorge, the bots think there are still not enough gorges so they evolve too.

    <!--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-->what a bout a bot that could act as the commander<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Still WAY in the future, cause I don't know how to get bots to select thingsfor them to build, e.g. the hotkeys do nothing.

    All the other things I probably will do....
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