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View Code? Open in Web Editor NEWA custom QVM for tremulous 1.1 with advanced bots
Home Page: cofwartrem.ucoz.com
License: Other
A custom QVM for tremulous 1.1 with advanced bots
Home Page: cofwartrem.ucoz.com
License: Other
The bots should be able to speak to players during certain events.
Like when they have found the enemy base, or their base is under attack.
It would be really cool if you could make a bot speak whatever you want with !botcmd or the like ^^.
make it so that players with the certain flag can !switch client# with a bot... or a person on an approved list, whatever. :P
Currently, the "roaming" aspect of the bots is the same as PBot, which is basically random with some conditions to try to go in a straight line.
Ideally, we would use a modified depth first search so bots don't go to the same place 10 times in ATCS before happening upon the enemy base.
I know you've stopped, but I'll post for the heck of it. I didn't realise that !loadlayout only existed in your qvm.
To Re-create, Place an RC, Deconstruct it, !layoutsave it, !loadlayout another layout, !revert x1.
Bamn, two RCs. You can do this infintely.
http://www.youtube.com/watch?v=c5OwCJlMiUc&list=UUgeotTTb4AW_l2w8cNPRssA&index=13
The bots should be able to build a base, probably using the layout.dat files.
Big change requiring lots of thought, so wont be done for a while.
Idea:
Only spawn with ckit if a structure is damaged and needs repairing.
Else, spawn with rifle.
Another idea would be to always spawn with ckit unless there is no powered armoury.
Currently, the bots just start jumping repeatedly and moving side to side randomly whenever they are blocked by anything.
This should be improved so they move the correct direction (left or right) to get around an obstacle and only jump when its needed.
Current collision detection fouls up a lot. The bots need a better system.
Should be as simple as modifying the trace to use the bot's bounding box.
I want to fix this completely now.
Maybe trace originating from 3 different locations on the model?
And only find a new path if NONE of the traces hit the target.
Also, implement the "keep going if enemy is out of view for a sec" system for aliens too (right now its just for humans).
botSkillLevel
botReactionTime
botShakeAim
botSlowAim
Should all be encompassed in a single botSkill structure.
The bots often only chase one goal, pathnode or target and often end up stuck.
I wish for the bots change goals/pathnodes/targets if they are not moving forward any faster than 64 units/second for more than 10 seconds. This should also help bots ignore structures they want to heal that are out of reach.
so it should have !setrank, !ranktest, any other !admin things copied over to the rank, as well as ability for admin.dat to recognize the new RANK thing. so, would have to define in the admin.dat RANK same way as admin. theoretically, if you copied everything that deals with !admin-stuff and the admin.dat admin levels, and replaced it with the word rank, you should be halfway there xD
Human bots are extremely difficult to kill in the early stages because of their apparent aimbot.
The mechanisms are in place to fix this (slow down aiming, dont aim perfectly), but they rely on a specified value to tell how much to slow the aim or how accurately to aim. The values for how much to slow the aim and how accurately to aim need to be tweaked to be more balanced.
Seems I broke /node connect and /node move (possible others too) somehow
/node connect should select the nearby node if none is selected, if a node is selected it should connect the two nodes.
For some reason /node connect will ALWAYS select the nearest node, never connecting them.
/node move will just keep selecting/deselecting the node instead of moving it.
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