Ubot: Bots for all the ET Mods.


(Alan) #21

YEESSS ! I have found !

//ai_main.c
int BotAI(int client, float thinktime) {
	char buf[1024];
[...]
	//retrieve any waiting console messages
	// Gordon: you MUST do this to acknowledge any commands sent
	while( trap_BotGetServerCommand(client, buf, sizeof(buf)) );

[...]

Thanks to gordon’s comment :wink:

Now that works well :smiley:


(Calzonzin) #22

Let us know when you have a beta, there are a lot of people that would love try your bots out! :slight_smile:


(LION) #23

oh yeah this will be the best et-bot mod out in the internet !! :wink:


(TFate) #24

I’m a little confused. Is what you’re working on here a framework that will allow people to code in bots for various mods or are you also doing moving, shooting, playing bots which will work for various mods? Either way it looks quite promising.


(Calzonzin) #25

Look the the three posts on this thread staring at “Mar 03, 2005 - 10:23 AM”

It details what it is and how it works.


(TFate) #26

Well, that’s what I thought, but I was still unclear. Also, I don’t speak weird programming language, so you can guess what “template lib” and all that stuff means to me.


(Calzonzin) #27

Oh… template lib, as in a skeleton of a library so someone can put their own programming in. In other words, yes, the AI will be customizable.


([DS]-=Pencil=-) #28

When will it be released?

Hope You Help

:slight_smile:


(Alan) #29

I think an alpha version will be ready next month, but i don’t guarantee for that. :slight_smile:

I am alone, so don’t wait for “clever” bots in this release. However that will be a good basis to add bots into your mod.

I hope i’ll have a lot of feedback, to improve the “framework”.


(Jaquboss) #30

great ! maybe i can play with their AI and test them on other bots which will be better :smiley:


(Alan) #31

A forum has been created for the project : http://ubot.org

You can post your questions here.

Ubot works fine with etpro 3.2.0, etf 1.5 and tcetest 0.48.
I still have some weeks of work on the framework.

I will give soon some screenshots.


(IneQuation) #32

W00t! TCE bots! :smiley: Can’t wait!


(Zaedyn) #33

What about etpub?


(Jaquboss) #34

omni-bost already work with it…


(Zaedyn) #35

Yeah, but I custom build the latest versions of etpub for my etpub servers, so omnibot is behind my version already.


(Jaquboss) #36

lol , hope in new omni-bot release…
I hope that u-bots will work with omni-bots , that will be battle :stuck_out_tongue:


(Magik) #37

hehe :wink:


(Alan) #38

I don’t have given a try of this mod. I’ll test it. Any way you’ll be able to customize Ubot.

:wink: Remember that is easy to make invincible bots, and much more complicated to produce human behavior.


(Jaquboss) #39

That’s cool!

That’s true.
But still if there will be option to implement omni-bots I will do it …
( If I understand ubots can work with every mod )
IMO it is much better to have two bot mods at once , and it makes game much more variable :drink:


(FREAK!!!) #40

well it could be a problem, if both bot-mods use the same commands. like /addbot /kickbot etc.
so, if you only want to add one bot, it won’t work, etc.and if they use same different waypoints systems? perhaps all waypoints are stored in .wps files, so you have 2 waypoints files for 1 map, either you overwrite one, and or you must have two sepperate. but how do the mod know, which file his for him? and don’t load the wrong, so that all bots work strange. example: the original file says, a bot should use a ladder, but the mod has the wrong wps file, and the bot doesn’t know what he should do at this location.