Bot For Ns :d

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  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    edited January 2003
    As for me, I <i>do</i> know 1337 programming stuff, so all that makes perfect sense. My one thought was that it would look a lot cleaner if you put more stuff into functions, but that's besides the point.

    People have been mentioning it's hard to get aliens to go fade, right? Why not make a cap on lerks as well? As in, yeah, if all the aliens gestate to lerk simultaniously, don't worry about it, but if there are already 2 (or a variable specified by admin) lerks out there, don't even conisder it as a possibility. Perhaps that would help?

    <b>EDIT1</b>: On reading back on this post, I considered that perhaps I should make myself slightly clearer before a misunderstanding pops up.

    I can see that you already check to see if half the alien team is already the type of alien you specified, and if this turns out to be the case, it doesn't evolve.

    Now we get into probability.

    You think that the probability for an alien to go fade is the number you specified in the variable, don't you?

    Well it AIN'T. The actual probability is also combined with the probability of going fade multiplied by the inverse of the probability of going gorge and the probability of going lerk. Why? Because you're using the else if structure. First it has to check and see if we're going to use a lower level upgrade, and only if we fail at the RANDOM CHECK or the RESOURCE CHECK do we even CONSIDER going to a higher level upgrade.

    Let's ignore the resource check for now, since if we don't have enough resources to go lerk, we definitely don't have enough resources to go fade.

    If we set each variable to be the same, that is, 25% on gorge, lerk, fade, and onos, we get the following ACTUAL percentage chances:

    25% of going gorge.

    75%*25% = %18.75 of going lerk. EDIT2 (Oops)=Fade.

    75%*81.25%*25% = %15.23 of going fade. EDIT2 (Oops)=Lerk.

    75%*81.25%*84.77%*%25 = %12.91 of going onos.

    This is why I suggest, instead of checking to see whether half the team is of that type only after everything else, and in that case simply not evolving until another check (at which time it will have to go through the probability thing all over again)... you check the number of aliens currently that race right next to the part where you check if there are enough resources and whether there are enough hives and whether the random chance thing is high enough.

    The code would look something like this:
    <!--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 ( !evolve_type )
     {      
      /* hives are more than two, all species can be evolved into */
      if ( ( random < gorge_percent ) && ( species != TYPE_GORGE ) && (resources >= 13) && ( SpeciesOnTeam(TYPE_GORGE) < (PlayersOnTeam(TEAM_ALIEN)/2) )
       evolve_type = TYPE_GORGE;
      else if ( (hives >= 2) && ( random < fade_percent ) && ( species != TYPE_FADE ) && (resources >= 44) && SpeciesOnTeam(TYPE_FADE) < (PlayersOnTeam(TEAM_ALIEN)/2) )
       evolve_type = TYPE_FADE;
      else if ( (hives >= 2) && ( random < lerk_percent ) && ( species != TYPE_LERK ) && (resources >= 33) && SpeciesOnTeam(TYPE_LERK) < (PlayersOnTeam(TEAM_ALIEN)/2))
       evolve_type = TYPE_LERK;
      else if ( (hives >= 3) && ( random < onos_percent ) && ( species != TYPE_ONOS ) && (resources >= 70) )
       evolve_type = TYPE_ONOS;
     }<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->

    <b>EDIT2</b> (sorry): Yes, the percentage for going fade is higher than for going lerk. But it's still lower than specified, and could be made better by following this suggestion.

    Oops.

    Oh well.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    I think the check for gorge is a bit high... Half the team? Usually the general rule of thumb is one per hive or less, and I've never seen (on a good team) 3.
  • WeedkillerWeedkiller Join Date: 2002-11-22 Member: 9644Members
    I was wondering how you looked at the code. I have some small experience programming in C and C++ (which is what the code appears to be) and it would be interesting to look at it (and perhaps I could also make some suggestions).

    On a side not, I was wondering if anyone else has the problem of bots getting stuck under elevators. They somehow get under and then can't get out because of the recess in the floor. The only way I've found around it is to teleport the bots out. I'm not quite sure how a person normally gets out of these situations (I'm smart enough not to stick around to see what happens when an elevator lands on your head), but perhaps the bot could figure out when it's in one of these situations and kill intself.

    Also, it would be nice if the marines stuck around a bit longer after starting the map. After I get them all into the game by the time I'm in the command chair they are already half-way across the map.
  • Brain_CleanerBrain_Cleaner Join Date: 2002-12-22 Member: 11365Members
    only NS bot could be like playing with real people!

    "I Need Ammo!"
    "Med pack"
    "build XXX here"
    "build this commander!"
    "give me XXX"

    players wandering off, or standing together and all being killed by one skulk <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> (not a **** or flame, once you get used to and the game gets going the bots are quite good <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)


    also let a bot comm, i did & it's great he build all the structures on top of the rails around the res node in marine spawn on eclipse, i butt if its an alien bot bug/error but the alines couldn't seem to attack the tf and things! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    well done, i shall be learning player made maps using this bot prog. now
  • flipmosquadflipmosquad Join Date: 2002-11-26 Member: 10039Members
    i have a simple question cheesah, wil i need to dl all patches or the latest version only? that is all. btw thx for all your hard work you the man <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--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
    latest version will do. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    The getting stuck on elevators thing sounds easy to implement but it's quite tough, but I'm gonna have to do it anyway because I've noticed many bots get stuck under them <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • WeedkillerWeedkiller Join Date: 2002-11-22 Member: 9644Members
    Yeah. In Hera, they would all try to go up an elevator right outside the hive and as soon as one got stuck they would all just cluster right around it. The marines have the same problem with the elevator at the end of the elevator between the windy tube hall and hera entrance. I've also noticed the bots seem to have some trouble with closed vents. When they cant get through they just mill around.
  • KaliKali Join Date: 2002-07-01 Member: 858Members
    @Cheeseh: Do you have ICQ?
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    Used to, I still have my number but I aint had it installed for ages cos I thought it was evil and made my porgrams hang and stuff <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> PM me for anything
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    I don't know if this has been said before, but when skulks use their leap attack on my map (I haven't tested it on anyothers) they just stay there. You hear the leap sound and all, but they just stay there wait for a few seconds, then do leap again.


    Also, anyone know how to make the bots work with AdminMod running on a listenserver? I've tried 4 things, but they did not work. (I'm to lazy to list them)
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    I have noticed the leap problem, I don't know why it happens because when I try leaping all I have to do is press attack key and I leap forward. I tell the bots to do the same thing but they just stay still for some reason <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->

    Read the readme on admin mod, just basically install adminmod first, then the bot. The bot will load the metamod file itself.
  • JRockJRock Join Date: 2002-11-26 Member: 10032Members
    So what's next on the to-do list for the bots? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    add em speech!some typical whining talk,i feel so lonely when i whine to bots,i.e you make Script Some <Player> says <Bots>Name,it answers to insult if its one,it could be funny. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ,and also make bots make Resource Towers when its comm by a variable,IF theres <Marine> Near func_resource and its empty,make resource tower,also make so if the bot knows that they already have 1 prototype lab and arms lab make it so that it doesnt make em to every res,also make them make more than one turret to nodes and also make them to make sieges and upgrade stuff like armory and turret factory and give out weapons liek welders,shotguns,hmgs when asked i.e player says "Give Me HMG" or just "Give me machine gun" bot drops an hmg to base if it can,also when player says "Make siege here" make the bot calculate players position and make siege next to him,btw i noticed a big hole in bots coding,after certain type of time the host starts lagging,other players dont get lag,could you make so that the bot clears cache every map change,also could you make the bots try go through weldables,but if their not open they will stop trying until they try some time again,its frustrating in hera when i weld the 3 blast doors,close/open them they dont use em,like the marine base door,they dotn use it,aliens use the one door you can weld open.
  • 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-->could you make so that the bot clears cache every map change<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    What do you mean by this? I do clear any memory the bots use on level change, even then the memory bots will use is only about 1 or 2 megs, even then thats quite big for a bot. I have noticed on level change my memory goes down by about 100 megs for some reason, I don't know if it's just an NS thing.

    Im going to add speech/talking sometime, building scripts(commander/gorge scripts) editing of scripts/external programs to edit speech/waypoints/command scripts/individual bots etc.

    I'm more worried about getting the bots nearest waypoint more quickly as it could be quite time consuming, considering I do it a lot.
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    There should be a command to make it so that human bots will NOT move unless given an order by their commander. Can't remember if there already is one <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • MaherGMaherG Join Date: 2002-11-17 Member: 9104Members
    <!--QuoteBegin--Someone Who Cares+Jan 10 2003, 02:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Someone Who Cares @ Jan 10 2003, 02:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There should be a command to make it so that human bots will NOT move unless given an order by their commander. Can't remember if there already is one <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree...
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    edited January 2003
    <!--QuoteBegin--MaherG+Jan 11 2003, 04:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MaherG @ Jan 11 2003, 04:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Someone Who Cares+Jan 10 2003, 02:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Someone Who Cares @ Jan 10 2003, 02:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->There should be a command to make it so that human bots will NOT move unless given an order by their commander.  Can't remember if there already is one <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    added for next version <!--emo&:D--><img src='http://www.natural-selection.org/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    percentage of bots evolving into gorge/lerk/fade etc and percentage of probablity of a bot changing into certain species are also commands/variables snuck into next release.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Fun fact: These bots are at the top of the list of players in <a href='http://www.computerandvideogames.com/r/?domain=csp&page=http://csports.computerandvideogames.com/index.asp' target='_blank'>ComputerSportsVideoGame</a>
    !!!
  • CheesehCheeseh Join Date: 2002-11-05 Member: 7135Members
    edited January 2003
    <!--QuoteBegin--Align+Jan 11 2003, 07:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jan 11 2003, 07:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Fun fact: These bots are at the top of the list of players in <a href='http://www.computerandvideogames.com/r/?domain=csp&page=http://csports.computerandvideogames.com/index.asp' target='_blank'>ComputerSportsVideoGame</a>
    !!!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    LOL!

    /me crys with congrats to the bots <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> :o Or maybe its a bug which causes bots to be good because they can play non stop <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • SanchoSancho Join Date: 2002-03-30 Member: 365Members
    <!--QuoteBegin--Cheeseh+Jan 10 2003, 11:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheeseh @ Jan 10 2003, 11:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->added for next version <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yay! Starcraft NS, here we come... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    The bots can cheat!

    For some reason, a bot commander can drop a turret near a TF BEFORE the TF is even started being built. Not sure if this is NS's problem or the Bot's problem. So far I've seen this happen about 10 times and most of them were on ns_eclipse (my favorite map <!--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
    <!--QuoteBegin--Unknown+Jan 11 2003, 02:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Unknown @ Jan 11 2003, 02:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The bots can cheat!

    For some reason, a bot commander can drop a turret near a TF BEFORE the TF is even started being built. Not sure if this is NS's problem or the Bot's problem. So far I've seen this happen about 10 times and most of them were on ns_eclipse (my favorite map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    read the thread with the big "OMG H4X" letters <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> few pages back lol. just the fact I don't know how to use the command console properly with bots I've been using the creation of entities using the engine instead
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    <!--QuoteBegin--Cheeseh+Jan 11 2003, 03:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheeseh @ Jan 11 2003, 03:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Unknown+Jan 11 2003, 02:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Unknown @ Jan 11 2003, 02:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The bots can cheat!

    For some reason, a bot commander can drop a turret near a TF BEFORE the TF is even started being built.  Not sure if this is NS's problem or the Bot's problem.  So far I've seen this happen about 10 times and most of them were on ns_eclipse (my favorite map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    read the thread with the big "OMG H4X" letters <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> few pages back lol. just the fact I don't know how to use the command console properly with bots I've been using the creation of entities using the engine instead<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    heh my mistake. This tread is too big to read all of it and the boards aren't exactly the fastest in the world. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • StOoGeShEmPStOoGeShEmP Join Date: 2003-01-11 Member: 12183Members
    Are there any other download sites for this bot im having problems downloading it. it says server not found. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • StOoGeShEmPStOoGeShEmP Join Date: 2003-01-11 Member: 12183Members
    edited January 2003
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Elite_GuardElite_Guard Join Date: 2002-11-29 Member: 10258Members
    it is strange that teh bot 'Joker' is ranked in every single game on the site <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> and his most played game is Counter-Strike
  • AznKnucklesAznKnuckles Join Date: 2003-01-04 Member: 11796Members
    Nice job man great bots whoa it been like a week of development you should get a site and post new releases
  • flipmosquadflipmosquad Join Date: 2002-11-26 Member: 10039Members
    heh believe it or not the alien bots found a way to build there 2nd hive and become fades in ns_eclipse map, if given enuff time that is, havent seen them do much on the other maps, anyone have any other bot fade sightings? and if so which map you playing? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • Ninj4Ninj4 Join Date: 2002-11-27 Member: 10123Banned
    BOO ON THIS POST... i played with bots before and they get 100 accuracy on my when i skulk jump around the corner !



    bots.... its like CS bots NO ONE LIKES EM!!!
  • WheatevoWheatevo Join Date: 2002-11-17 Member: 9074Members
    You will note that you can change their accuracy...
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