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Azian Samurai X Thread Necromancer in Training

Gender: Joined: Jun 21 2004 Posts: 20 Offline
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Posted: Tue Jul 13, 2004 9:23 pm Post subject: Hmm |
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How do I make bots actually Die!!! if you shoot them. When I put them on turret mode, they just shoot at nmes have 0 nrg so they can never die... Any plugins for bots to die? |
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CypherJF I gargle nitroglycerin

Gender: Joined: Aug 14 2003 Posts: 2582 Location: USA Offline
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Posted: Tue Jul 13, 2004 10:17 pm Post subject: |
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Make a plugin that detect's a bots supposive energy; subtract weapon hits; add recharge, you've got a deathable bot.  _________________ Performance is often the art of cheating carefully. - James Gosling |
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Matzke Novice
Joined: Jan 26 2004 Posts: 88 Offline
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Posted: Tue Jul 13, 2004 10:24 pm Post subject: |
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i think there's some out there, maybe not on sites but i think 50% PL has one, cause Wormhole Surfer told me he made one for the one in his zone SSZ Sin City(3D) and there's two bots there that have energy and die _________________ z0rz |
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Wed Jul 14, 2004 12:12 am Post subject: |
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Both bots that detect damage are mine, Sin City and Monster bot in MK. Its not as simple as the *watchdamge because bots dont send that packet. So what has to be done is to calculate where a weapon is going in event_playerweapon. A player fires a weapon, i use some of catid's forumlas in SSBot2 to figure out where the bullet/bomb is going. Then a formula to judge if the weapon was close enough to the ship's diameter to impact. If a weapon is going to hit, it calculates damage and then the time it will take for the weapon to get to the bot's location. Then in event_positionhook it will go through the weaponlist to calculate any damage if a weapon hit.
The formulas are far from perfect and there is a lot to add still. Plus i need to go back through the code and fix some stuff, but for Sin City's purposes it works perfect. |
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Mr Ekted Movie Geek

Gender: Joined: Feb 09 2004 Posts: 1379 Offline
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Posted: Wed Jul 14, 2004 12:55 am Post subject: |
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You also have to factor in shrapnel, weapon/shrap bounce, proximity, weapons hitting other ships, etc. _________________ 4,691 irradiated haggis! |
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Wed Jul 14, 2004 1:24 am Post subject: |
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yah, there is a lot that it cant do. It takes bullet and bomb damage if they hit directly. No bouncie anything, no repping bombs into it, no mines, no thors, there is an endless amount of code that would be required for the bot to keep track of everything. |
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Azian Samurai X Thread Necromancer in Training

Gender: Joined: Jun 21 2004 Posts: 20 Offline
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Posted: Wed Jul 14, 2004 8:09 am Post subject: |
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lol complex |
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D1st0rt Miss Directed Wannabe

Age:37 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Wed Jul 14, 2004 9:44 am Post subject: |
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Maybe priit could release some of his physics engine? (lol) _________________
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50% Packetloss Server Help Squatter

Age:40 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Wed Jul 14, 2004 10:23 am Post subject: |
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nah, its not hard to figure out. Just lots of writting and some trig |
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