Well, it's better than learning to command by building everything yourself! (Ex: create a LAN server, and connect a 2nd machine to it that does nothing).
The Aliens even chewed me up more than a few times, and I learnt some of the finer points of grenading (far is good, close is insta gib).
I played the Eclipse map. I noticed some serious problems with my Marines.
Perhaps I should have turned off auto-waypointing, but I forgot the command whilst playing. Oh well. Was pretty nice. I recommend this one to all the n00b comms out there. If auto-waypointing is off, will they just stand there and wait for orders? This would be far easier to control!.
Unfortunately, what you learn comming with this bot mod isn't quite all inclusive. (1) The aliens don't know how to attack a phase gate (they just run through, appear in your base, and hopefully you have turrets there waiting for them). (2) The aliens will leave most completely undefended Ressource Collectors alone. This is great for $$$ reasons. (3) The aliens don't know how to effectively eliminate a Turret Factory, thus shutting down your defences. Although they do seem to enjoy rushing my turrets and wearing them down.... a few chomps per life <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> (4) The aliens don't Fade, nor build 2nd hives (I'm not sure about the latter, maybe I just didn't give them the chance). Fades are evil. Ph33r them. I'm not going to get into the Onus train effect....
<!--QuoteBegin--Cheeseh+Dec 15 2002, 08:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheeseh @ Dec 15 2002, 08:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->oh actually i think richs jumbot was the first bot for HLDM, botman learned some stuff off him <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Incorrect,read botman's readme file that comes with his HPB_TEMPLATE_3 which states that he developed a way of inserting bots into the games.(You did read that file right?)
yes I know that as I said "richs jumbot was the first bot for <b>HLDM</b>" botman was the first to make bots for other mods without the need of the mod source code.
Things I wish could be fixed somehow as soon as possible to make better use of the bots:
*Allow the player to play alien team - right now Marine bots aren't smart enough to build Infantry Portals so as soon as you kill them once, the game ends. Very frustrating if you want to play Alien.
*Remove the "can't change team" crap that was put in v1.03 (hopefully to become a server-side OPTION in v1.04) so I can start as a Marine, build a couple IPs then switch to alien. This would fix the first issue without Cheeseh having to code a way for Marines to start with some IPs or build them.
*Only one bot goes gorge until hive count >1, to help their resource flow. (See <a href='http://www.planetns.com/strats/kharaaresource.htm' target='_blank'>http://www.planetns.com/strats/kharaaresource.htm</a> for resource info). Right now a bunch will go gorge immediately. Frustrating to say the least, if you try playing as an alien (not that you can since once Marines die the game ends since they don't build IPs.
Thanks, cheeseh. These bots are very promising if these issues can be worked out! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--QuoteBegin--ShingyBoy+Dec 17 2002, 07:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShingyBoy @ Dec 17 2002, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Well firstly he is WORKING on a commander bot u should of read the post -_- and that can't change team crap was because people were going marine recycling everything then goin back alien which was a pain... that info link is nice but shouldn't most of us know that by now<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I must have missed that post, sorry.
Also, I know WHY they added that code, I just wish it was OPTIONAL instead of forced on every server so I could run my server without that option so I could switch teams.
Thanks for the info on the way around the team-switch issue, btw.
Also, how do I remove a bot that I've added to the server? Like say I start it up with me a Marine and one other Marine bot vs two Alien bots. Then I want to switch to Alien team but I want to kick both Alien players after I switch so I can be sure I'm the only gorge (since they all always want to be gorge)?
Cheesah, I want 0.154 before Christmas <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> , you can relax after, its been 15 days, you slacking. I mean this in a nice way? "Holy mackeral the virus in my MBR is broadcasting my every move gotta go"
Well firstly he is WORKING on a commander bot u should of read the post -_- and that can't change team crap was because people were going marine recycling everything then goin back alien which was a pain... that info link is nice but shouldn't most of us know that by now
You must not play aliens in pubs much because I amost always see one to few extra guys that go gorge then do nothing but build o chambers and by the time we get a hive the marines are owning the game.
<!--QuoteBegin--Crazed-One+Dec 17 2002, 10:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crazed-One @ Dec 17 2002, 10:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cheesah, I want 0.154 before Christmas <!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> , you can relax after, its been 15 days, you slacking. I mean this in a nice way? "Holy mackeral the virus in my MBR is broadcasting my every move gotta go"<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Okay it's 0.2 since I done a lot <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> and I've done some bet commanding but you can put it off with "bot_commanding 0" command, also I have altered the aiming with another command called "bot_aimfactor" (read readme)
fixed : Probable crashes when using admin mod fixed : Some skulk wall-stick fixes fixed : Bots getting stuck too much fixed : Marine bots will always use the ammo dispenser now when they havent used it or picked up a new weapon fixed : Bot now loads metamod properly if installed in the addons/metamod folder added : Easier installer (I hope! : just extract this zip into HL folder to create the RcBotNS folder, go into the folder and run install.bat and follow the instructions ) added : Gorges wait a while near resource fountains until they have resources to build a resource tower added : Gorges heal other players on the team added : bot_aimingfactor command (alters how good bot aiming is, read rcbot.cfg) added : New combat system added : Marine bots can weld players armour added : Jump waypoint added : Use of configuration of the structures bots build/want to build added : Marine bots using command stations *BETA* added : Alien bots upgrading to new traits *BETA* added : Bots listen to players nearby (and they cant hear aliens with silence trait) added : Bots listen to some commands such as follow me, need backup, incoming etc.
I hope the aliens now morph into upper levels better...at least to show some resistance.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> they should as long as they havent already evolved, I should have fixed the thing with too many gorges as welll which may help the problem, I saw my alien bots take a hive once or twice and evolve into fades and lerks, but that was a while ago in testing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
What about some sort of code for Kharaa bots so that if 1 is gorge none of the other ones will go gorge unless hive count is >1 ? That way half the team isn't gorges. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Thanks for the update though... going to install it now.
I fink wot happens is that he coded it so if theres no gorges every bot wil try and go gorg but problem wit this is everyone goes gorg therefore creating the problem
oh I forgot some things, skulk bots should also parasite them sensory chambers (thats a *should*), and I forgot about the "bot_build_whining" command which determines if you want the bots to whine on about things being built <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I've already got an algo like that for choosing an evolve type, its smelly code since I never bothered working on it much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
A vast improvement,it was nice seeing the bot give waypoints(even though the bot gave me 1 turret building wpt) it was still amusing.It took a while for him to get in the CC in bast though(Could there be a command that obliges a bot to go commander mode?manually).
Im still to try the aliens...Great work,keep it up!!
yeah theres a new lag issue. Started after I built a phase gate on blast. Oh well the bots seem better. The marines combat still need tweaking can you have them switch to pistol when they run out of lmg clip they just reload there lmg makes it easy to kill them.
Yeah I don't know what the heck is up with the lag, maps like ns_eclipse work okay, I get a nice frame rate with about 14 bots, but maps like ns_hera are the worst especially when playing with bots (like 20 fps on ns_hera with only 8 bots, where on ns_eclipse I have 14 bots and about 50 - 60 fps), so I guess its a map & bot issue together <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
Yeah that thing with the bots reloading seems to make them vurnerable for a few seconds, changing to pistol would be a good idea, but I find difficulty retrieving the current ammo in the bots weapon apart from the ammo in reserve (so that I know the bot is reloading/out of ammo).
And the commanding, I should have implemented some orders for bots to give orders to goto other areas (move waypoints) instead of build/def etc but its not too hard working out a waypoint that the commander might want you to goto, another issue though is that no bots recieve commands from bot commanders because i've done the net messages through the engine instead of my bot functions, but I don't know if it will have any difference once I have done it all properly through the command console (instead of faking the commander orders <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> in a way)
Just a little info from playing ns_nothing on both sides. I have not tried any other maps yet.
Marines:
The commander bot is entertaining. He managed to stack two turret factories and one ammo dispenser on a railing, give me an order to build structures that were in the wall, and plant ammo dispensers about every 15 paces over the map. Looks like a decent start.
It looks like the marines are actually grabbing a couple rounds of ammo before running away. Glad to see that update.
The marines also just sort of disappeared. There are 9 bots on my team, I can find one of them on the mini-map. Not sure what this is, restarting the map cleared it up.
Aliens:
skulks barely attack anymore, they mostly parasite. Although on the second map round they were attacking with bite. Maybe they get stuck in a parasite mode?
onos aren't hitting anything with their attacks. One was charging a siege cannon for five minutes and did zero damage.
lerks are trying to use their vapor weapon on structures.
gorges are bumbling along pretty well, although they have a tendency to build things in front of tunnels or other bad spots.
Comments
The Aliens even chewed me up more than a few times, and I learnt some of the finer points of grenading (far is good, close is insta gib).
I played the Eclipse map. I noticed some serious problems with my Marines.
(1) They are like n00bs that want to rush all over the map. Then they yell for Turret Factories EVERYWHERE. LOL.
(2) They are worse than n00bs because they get stuck at the bottom of maitenance and stay there all game (I lost 2 marines to that hole right at the start, and then my 3rd marine got stuck on the ladder, kept requesting ammo when he was holding a welder).
(3) They don't know what an Armory is for (ammo!!!).
(4) They get stuck alot, and they don't listen to me giving them orders to backup a bit. They also don't know to jump when they need to sometimes. But they eventually get it after 30 sec.
(5) The marines have a unique Offensive Tower attack strategy:
(a) Spot the tower in your way.
(b) Start firing at the tower.
© Run towards the tower while doing (b). If you are in the tower, this is good since you can't possibly miss.... (but die very quick)
Perhaps I should have turned off auto-waypointing, but I forgot the command whilst playing. Oh well. Was pretty nice. I recommend this one to all the n00b comms out there. If auto-waypointing is off, will they just stand there and wait for orders? This would be far easier to control!.
Unfortunately, what you learn comming with this bot mod isn't quite all inclusive.
(1) The aliens don't know how to attack a phase gate (they just run through, appear in your base, and hopefully you have turrets there waiting for them).
(2) The aliens will leave most completely undefended Ressource Collectors alone. This is great for $$$ reasons.
(3) The aliens don't know how to effectively eliminate a Turret Factory, thus shutting down your defences. Although they do seem to enjoy rushing my turrets and wearing them down.... a few chomps per life <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
(4) The aliens don't Fade, nor build 2nd hives (I'm not sure about the latter, maybe I just didn't give them the chance). Fades are evil. Ph33r them. I'm not going to get into the Onus train effect....
Incorrect,read botman's readme file that comes with his HPB_TEMPLATE_3 which states that he developed a way of inserting bots into the games.(You did read that file right?)
*Allow the player to play alien team - right now Marine bots aren't smart enough to build Infantry Portals so as soon as you kill them once, the game ends. Very frustrating if you want to play Alien.
*Remove the "can't change team" crap that was put in v1.03 (hopefully to become a server-side OPTION in v1.04) so I can start as a Marine, build a couple IPs then switch to alien. This would fix the first issue without Cheeseh having to code a way for Marines to start with some IPs or build them.
*Only one bot goes gorge until hive count >1, to help their resource flow. (See <a href='http://www.planetns.com/strats/kharaaresource.htm' target='_blank'>http://www.planetns.com/strats/kharaaresource.htm</a> for resource info). Right now a bunch will go gorge immediately. Frustrating to say the least, if you try playing as an alien (not that you can since once Marines die the game ends since they don't build IPs.
Thanks, cheeseh. These bots are very promising if these issues can be worked out! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Recap for the impaired:
mp_tournamentmode 1
sv_cheats 1
f4
join other team
mp_tournamentmode 0
sv_cheats 0
There are other ways to accomplish this with the debugging commands.
and that can't change team crap was because people were going marine recycling everything then goin back alien which was a pain...
that info link is nice but shouldn't most of us know that by now<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I must have missed that post, sorry.
Also, I know WHY they added that code, I just wish it was OPTIONAL instead of forced on every server so I could run my server without that option so I could switch teams.
Thanks for the info on the way around the team-switch issue, btw.
Also, how do I remove a bot that I've added to the server? Like say I start it up with me a Marine and one other Marine bot vs two Alien bots. Then I want to switch to Alien team but I want to kick both Alien players after I switch so I can be sure I'm the only gorge (since they all always want to be gorge)?
Like what's the command to kick a bot? Thanks.
or do bind - "botmenu"
and that can't change team crap was because people were going marine recycling everything then goin back alien which was a pain...
that info link is nice but shouldn't most of us know that by now
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Okay it's 0.2 since I done a lot <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> and I've done some bet commanding but you can put it off with "bot_commanding 0" command, also I have altered the aiming with another command called "bot_aimfactor" (read readme)
fixed : Probable crashes when using admin mod
fixed : Some skulk wall-stick fixes
fixed : Bots getting stuck too much
fixed : Marine bots will always use the ammo dispenser now when they havent used it
or picked up a new weapon
fixed : Bot now loads metamod properly if installed in the addons/metamod folder
added : Easier installer (I hope! :
just extract this zip into HL folder to create the RcBotNS folder, go into
the folder and run install.bat and follow the instructions )
added : Gorges wait a while near resource fountains until they have resources to
build a resource tower
added : Gorges heal other players on the team
added : bot_aimingfactor command (alters how good bot aiming is, read rcbot.cfg)
added : New combat system
added : Marine bots can weld players armour
added : Jump waypoint
added : Use of configuration of the structures bots build/want to build
added : Marine bots using command stations *BETA*
added : Alien bots upgrading to new traits *BETA*
added : Bots listen to players nearby (and they cant hear aliens with silence trait)
added : Bots listen to some commands such as follow me, need backup, incoming etc.
I hope the aliens now morph into upper levels better...at least to show some resistance.
I hope the aliens now morph into upper levels better...at least to show some resistance.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
they should as long as they havent already evolved, I should have fixed the thing with too many gorges as welll which may help the problem, I saw my alien bots take a hive once or twice and evolve into fades and lerks, but that was a while ago in testing <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
commander alien or marine? o.O or maybe general tweakies and fixies?
Thanks for the update though... going to install it now.
I've already got an algo like that for choosing an evolve type, its smelly code since I never bothered working on it much <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Im still to try the aliens...Great work,keep it up!!
Yeah that thing with the bots reloading seems to make them vurnerable for a few seconds, changing to pistol would be a good idea, but I find difficulty retrieving the current ammo in the bots weapon apart from the ammo in reserve (so that I know the bot is reloading/out of ammo).
And the commanding, I should have implemented some orders for bots to give orders to goto other areas (move waypoints) instead of build/def etc but its not too hard working out a waypoint that the commander might want you to goto, another issue though is that no bots recieve commands from bot commanders because i've done the net messages through the engine instead of my bot functions, but I don't know if it will have any difference once I have done it all properly through the command console (instead of faking the commander orders <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> in a way)
Just a little info from playing ns_nothing on both sides. I have not tried any other maps yet.
Marines:
The commander bot is entertaining. He managed to stack two turret factories and one ammo dispenser on a railing, give me an order to build structures that were in the wall, and plant ammo dispensers about every 15 paces over the map. Looks like a decent start.
It looks like the marines are actually grabbing a couple rounds of ammo before running away. Glad to see that update.
The marines also just sort of disappeared. There are 9 bots on my team, I can find one of them on the mini-map. Not sure what this is, restarting the map cleared it up.
Aliens:
skulks barely attack anymore, they mostly parasite. Although on the second map round they were attacking with bite. Maybe they get stuck in a parasite mode?
onos aren't hitting anything with their attacks. One was charging a siege cannon for five minutes and did zero damage.
lerks are trying to use their vapor weapon on structures.
gorges are bumbling along pretty well, although they have a tendency to build things in front of tunnels or other bad spots.
fades actually do a bit of damage.