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ASSS Custom Projects - bot with damage (woo)

Smong - Sat Apr 02, 2005 12:11 pm
Post subject: bot with damage (woo)
My Easter present to the mgb forum members.
Quote:
apr 2 2005 smong

- installing it
the module it called bot1. so either in conf/modules.conf add:
bot:bot1

or with a command:
?insmod bot:bot1

you will also need to add some text to the bottom of conf/groupdef.dir/sysop:
cmd_addbot

- fighting them
currently up to 4 bots are allowed at once.

?addbot <alive ticks> <ship> <weapon> <freq>
alive ticks: time before the turret disappears. resets when killed. default: 1500.
ship: 0-7 (warbird=0). default: your ship.
weapon: gun=0 bomb=1. default: gun.
freq: 0-9999. default: your freq.
replace any of the parameters with * to use the default.

- what this module won't do
the bot won't fly since I'm no good at that sort of coding
the bot will treat doublebarrel/multifire bullets as single bullets
the bot only sees bullets/bombs/thors, so it will ignore reps/bursts and such

- getting help
anyone getting server crashes or weird glitches tell me.
anyone that can't get it to work, read here first http://wiki.minegoboom.com/index.php/Module_General_Faq then go and post on http://forums.minegoboom.com

Anonymous - Sat Apr 02, 2005 12:18 pm
Post subject:
-Tested and Approved by:

Chambahs® and Smong®
SSDT-A Unreal Tournament®
Smong - Sat Apr 02, 2005 12:20 pm
Post subject:
emot-wtf.gif
D1st0rt - Sat Apr 02, 2005 1:05 pm
Post subject:
ROFL chamby, leave poor Smong alone biggrin.gif
Purge - Sat Apr 02, 2005 1:20 pm
Post subject:
Nice, I wonder what Bak's is like.
50% Packetloss - Sat Apr 02, 2005 2:42 pm
Post subject:
Wrote something like this a while ago. Did you use the same method that catid used in ssbot2? Did you also calculate bomb proximity?
Smong - Sat Apr 02, 2005 5:37 pm
Post subject:
I haven't looked at the code in ssbot2. It supports prox and bouncing weapons.

Edit:
Important update
After adding cmd_addbot to the group files you might want to type:
?reloadconf groupdef.conf
Smong - Sat Oct 14, 2006 6:56 am
Post subject:
I'm uploading partial source for this bot. Since I released my damage module (which was based off this bot) I have separated the code out.

Just to recap when typing ?addbot this bot will spawn where you are and sit still and shoot at nearby enemies. It will take damage and when it dies it will respawn where the killer was when it died (so it won't respawn ontop of the killer, unless they are stationary too).

Edit: To use this add these lines to conf/modules.conf:
damage:damage
damage:bot1
And add cmd_addbot to conf/groupdef.dir/mod.
z.alpha+ - Sat Oct 14, 2006 12:06 pm
Post subject:
Smong wrote:
It will take damage and when it dies it will respawn


I loaded the modules and the bot appears and loses energy when it shoots (the recharge isn't working as stated), but never takes damage from my weapons.
Smong - Sun Oct 15, 2006 6:15 am
Post subject:
Did you change to another freq before shooting at it? Are you using the default arena settings?
z.alpha+ - Mon Oct 16, 2006 9:35 am
Post subject:
Smong wrote:
Did you change to another freq before shooting at it? Are you using the default arena settings?


of course i was on another freq before shooting at the thing and trying to cause damage. i even used the command line paramters to generate the bot on another freq.

as for the settings, i created a special arena called svs and used this conf.

Code: Show/Hide


; drop in all of svs settings here
#include conf/svs/svs.conf

[ General ]
Map = smallmap.lvl
; LevelFiles = b1.lvz, b2.lvz

[ Misc ]
SeeEnergy = $SEE_ALL
SpecSeeEnergy = $SEE_ALL



i would assume the specseeenergy = $SEE_ALL, allows me to see the current health level of the bot, because as it fires the energy level drops. but when i shoot it nothing happens.

so it appears to be somewhat working...but as far as taking damage from my weapons.. no go
Smong - Mon Oct 16, 2006 12:18 pm
Post subject:
All I can say is it worked for me, I tested using the damage.dll that's included in the zip (I'm saying this just incase you are using damage.so from a previous upload of mine).

Edit: Looking at game.c there could be a case where your weapons are being ignored due to lag. You could try loading the damage module before the game module (put it before game in modules.conf). Or even simpler comment out the lagaction module.
Anonymous - Mon Oct 30, 2006 5:54 pm
Post subject:
How odd. I load damage:damage, but when I try to load damage:bot1, it just says "loading module damage:bot1 failed" I have all of the pthread requirements. Some help, please?
Bak - Mon Oct 30, 2006 10:05 pm
Post subject:
some of the modules you use are a different version from the one damage was compiled with... recompile damage... oh wait...

you could figure out which one it is by recompiling the module manager to be more verbose as to what interfaces are attempted to be loaded by each module.
Smong - Tue Oct 31, 2006 9:15 am
Post subject:
Make sure you're using asss 1.4.3 and haven't commented out some modules in modules.conf (such as fake). If you have any programming experience you can try recompiling bot1d.c into a separate dll.
Anonymous - Fri Apr 10, 2009 2:06 pm
Post subject:
I'd like to use this module but I'm using AS3 1.4.4. Is there any way I can get the full source/get an updated version?
-me
Chambahs - Wed Apr 15, 2009 9:14 am
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I HIGHLY doubt he will give out the src, this is one of the few modules he wont give the src out to. As far as updates, smong doesnt play/work on ss anymore, so thats pretty much out too. Well, unless you can somehow reach him....someway, and try to convince him lol
JoWie - Fri Apr 17, 2009 4:59 pm
Post subject:
Legatus wrote:
I'd like to use this module but I'm using AS3 1.4.4. Is there any way I can get the full source/get an updated version?
-me


Damage has been recompiled for ASSS 1.4.4, source for bot1 is available

http://forums.minegoboom.com/viewtopic.php?p=80104#80104
Anonymous - Tue Apr 21, 2009 3:33 am
Post subject: Bot1d bug info and request
I have been working with ASSS bots for a zone I'm working on.

Currently I have the following weird bugs/issues with the bot:

1. Bots always explode the instant before my weapon actually hits it, resulting in bot death but no weapon explosion on my screen. Said weapon continues moving along its path. This may only be an issue because I am running this and testing it both off my laptop with 0ms lag, where it would otherwise be seen normally. Need verification on that.
2. When the bot respawns, for some reason it is invisible. I can tell where it is because it is constantly firing but that is the only indication. It still functions otherwise normally.
3. Bot fires without losing energy. Not sure if this is intentional, but it is rather weird.

I am noting these only as requested at the top of the thread.

The reason I'm here is to beg for dual bullets support =( It's not something we can fix ourselves and is a basic part of continuum. The bot module isn't really complete without this feature.
-me
JoWie - Tue Apr 21, 2009 3:49 am
Post subject:
Do you mean damage doesn't/incorrectly track dual bullets?
Hakaku - Tue Apr 21, 2009 2:25 pm
Post subject:
I've no problem with any of the above mentioned problems. It sounds almost as if you compiled either an older version of the bot with a newer version of damage, or the other way around, since none of those issues should occur.

I've posted my dll (the one Smong pre-compiled for 1.4.4), give it a try and let me know if it works and if it makes a difference. (damage:damage, damage:bot1)
Cheese - Tue Apr 21, 2009 11:29 pm
Post subject:
couldnt double barreled bullets just be checked by getting the firing ships radius from the cfg, then by simply tracking 2 seperate bullets, then eliminating both when either hits something...?

i suppose multifire could be tracked the exact same way...
Anonymous - Wed Apr 22, 2009 4:23 am
Post subject:
I will try recompiling stuff with different versions tomorrow to see if I can remove any of the bugs.

ack to the original problem though, Smong's initial post indicates that dual bullets are tracked as single bullets on this module. Does anyone know smong? He's the only one who can fix this, and I really need it to be useable for me.

The issue is, I'm going to be using some very extreme ship size differences, some are only 14- pixels wide and others are over 100+ pixels. When you have a very large ship dual firing bullets at a bot that is only 14 pixels wide, you have HUGE miscalculation problems.

Unfortunately, there is no way around this problem for me as it is part of the zone concept. The only way to get this all to work together is to have dual firing bullets tracked correctly. Keep in mind that dual firing bullets also have multifire toggle, so it's not just a matter of duplication.
-me
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