Bots - Code Help


(DrEvil) #1

I posted this on the RW forums, thinking they might know since they are working on a bot, but figured it wouldnt hurt to post it here as well.

Since theres only a few active bots nowadays for Q3 it’s difficult to find help with questions about bot development. I’m working on a bot for a big upcoming ET mod and I’ve run across a problem with firing weapons.

My bots update at the servers default 20hz. Each bot calls sets the movement properties and button flags in a usercmd_t struct and calls trap_BotUserCommand. Movement works perfectly, but the bots seem to fire their weapons at about half the speed the weapons should actually fire at.

Anyone know what might be causing this?

Thanks.


(Jaquboss) #2

Good luck with bots , also I hope that someone can help you …
Are you going to make “hooked bots” , or support some mods (true combat) ?


(DrEvil) #3

My bots are unique in that 95% of the bot code is built into its own bot.dll, and only requiring an interface layer to be compiled into the game/mod of choice. I’m not aware of the ability to make “hook” bots in games other than halflife, so if mods want bot support my framework is generic and easily adaptable for their needs, with very little effort. The specific version I’m working on is for an upcoming ET mod that I won’t name yet. You’ll probably see an announcement sometime soon. There will be base ET support as well, though it will probably come a bit later.


(Jaquboss) #4

Are you also able to make bots cooperating with themselfs ( I don´t know how hard it will be , but it is needed becuase ET is not mindless shooter as counter-strike)?
So please post your not-hooked code for developers to allow use your bot dll ( if it will be possible)
again not good luck but best luck :smiley:


(DrEvil) #5

cooperating in what ways?


(Jaquboss) #6

like mainly covering themselfs , trying to be in “best places” and yes reviving suplying …


(DrEvil) #7

yea shouldnt be a problem.


(carnage) #8

If your on about coperation i would try find wolf bot 1.5 for the original, you may find some good ideas there, the developer said the bot would become open source after the next version but i think he lost interestet

if you fins the web site you may be abel to contact him and get the source code


(DrEvil) #9

http://etfgame.com/


(DrEvil) #10

For those that don’t know, ETF is out now, and they come with my bots that I’ve been working on for a while now. There will be significant improvements with each new release.


(fretn) #11

whine no bots for linux users :frowning:


(FREAK!!!) #12

My bots are unique in that 95% of the bot code is built into its own bot.dll, and only requiring an interface layer to be compiled into the game/mod of choice. I’m not aware of the ability to make “hook” bots in games other than halflife, so if mods want bot support my framework is generic and easily adaptable for their needs, with very little effort. The specific version I’m working on is for an upcoming ET mod that I won’t name yet. You’ll probably see an announcement sometime soon. There will be base ET support as well, though it will probably come a bit later.

that sounds really great…
can you name any date, when you will release your bots for the modder-publicity :smiley:

will you release the .dll with a guide to implement it in our code, or the full source, so that everyone can change routines (like teamplay) themself?


(nUllSkillZ) #13

You should take a look at the Omni-Bot page:
http://www.omni-bot.com/modules/news/

Especially:
http://www.omni-bot.com/modules/newbb/viewforum.php?forum=4

Very interesting and very much information.


(DrEvil) #14

Working on getting a version out ASAP. Apologies for the wait.

I’m still working out the details of releasing the framework so that others may implement bots in their mods. I’m working on locking down the interface layer between game and bot so that changes to it won’t break a bunch of different bots.

Please be patient.


(Jaquboss) #15

thnank you DrEvil , I am looking foward to see bots in my mod , thank you…

will you release the .dll with a guide to implement it in our code, or the full source, so that everyone can change routines (like teamplay) themself?

maybe outer scripts…


([DS]-=Pencil=-) #16

I am seeing forward to see this release, too.

You Help

:slight_smile:


(Chruker) #17

Does your bot solution require any map specific files? I mean other solutions I have seen have required one or more map specific file with information about what the bots should do.


(DrEvil) #18

Yes it requires waypoint files, and possibly a script depending on the complexity of the map.

For distribution I’m leaning toward headers and a lib, but not 100% decided yet.