Ubot: Bots for all the ET Mods.


(Alan) #41

Yes, you have to take care of that if you use the framework. Of course you’ll be able to add and modify commands.

To solve that you can rename the waypoint file extension of the framework.

We could unite our efforts and come to a common waypoint file format & system.
That would be very useful for everybody :slight_smile:


(ensiform) #42

i hear dr. evil is working on getting omni-bot sdk out soon also :slight_smile:


(ensiform) #43

Omni-bot uses special stuff not addbot/kick you have…

bot <cmd|cvar>


(DrEvil) #44

I would be very interested in building the ET Omni-bot interface on top of this hooking method if Alan would release the code necessary to do these ‘hook’ bots. This would allow our interfaces to be non intrusive to the games themselves.

Alan, any plans to release code for this ‘hooking’ method? If so I could have Omni-bots running on it in a matter of a few days.


(Calzonzin) #45

Hmm if you could get together and make it so that not only is the “wedge” method used, but it can de daisy-chained (ie, use both bots, or use two instaces of Alan’s bots, each with different AI code) it would be a hoot! lol!


(Alan) #46

I don’t have finished the framework but you don’t have to wait for AI nor WPTs I presume. :wink:
I can release an “empty shell” if you want.

That is possible. Not for the moment but it only needs some minor changes.
We can stack as many BotLibs as we want.


(DrEvil) #47

an empty shell would be terrific. I don’t need any AI code.

I’m curious how you draw your waypoints through your hooking method. I had to implement a custom event for drawing colored lines to each mod.


(Alan) #48

I don’t draw waypoints for the moment.
I try to draw stock ET wpts from scratch, currently without success. I need to learn more about how work Entities.


(carnage) #49

can anyone point me in the direction of a thread explaing whats specialy about a hooked bot and the basic of how they work?


(IneQuation) #50

I point you in the direction of the very first post in this topic.


(carnage) #51

:bored:


(DrEvil) #52

Hmm, so how do you set up waypoints if you have no way of drawing them?


(Jaquboss) #53

lol maybe by viewpos command :slight_smile:


(Alan) #54

The waypoint system is under development, as many other things.
Because it is out of the mod, I have to do a lot of things from scratch. So that takes some time.

I’ll find how to draw waypoints. :slight_smile:


(Alan) #55

I have opened a SourceForge project for Ubot:


The library works with RTCW:ET and will be extended at all the Quake3 games.

The homepage is under construction (it is only a forum for the moment), and i am looking for a logo.

Notice the licence is GNU LGPL.
Only RTCW:ET headers are used (not the .c files) in the compile process.
As the Quake3 source code has been released in GPL i hope i have the right to include RTCW:ET headers in a LGPL software.


(Jaquboss) #56

Hmm i think it is right , i am not lawyer…
Important is what it is not what it uses …
If anyone feels better to bother with legal stuff in a just mod project which doesnt even steals stuff, he is just pathetic…
Now cant wait for true hooked bots :wink:
Great job


(Calzonzin) #57

It’d be really cool if this source code issue was clarified officially… It would make flow of mod source code much smoother…