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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Apr 02, 2005 12:11 pm Post subject: bot with damage (woo) |
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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 |
windows only at the moment
bot.zip - 14.28 KB
File downloaded or viewed 120 time(s)
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Chambahs Guest
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Posted: Sat Apr 02, 2005 12:18 pm Post subject: |
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-Tested and Approved by:
Chambahs® and Smong®
SSDT-A Unreal Tournament®
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Apr 02, 2005 12:20 pm Post subject: |
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D1st0rt Miss Directed Wannabe
Age:36 Gender: Joined: Aug 31 2003 Posts: 2247 Location: Blacksburg, VA Offline
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Posted: Sat Apr 02, 2005 1:05 pm Post subject: |
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ROFL chamby, leave poor Smong alone _________________
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Purge Episode I > Eposide III Jar-Jar is kool
Age:34 Gender: Joined: Sep 08 2004 Posts: 2018 Offline
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Posted: Sat Apr 02, 2005 1:20 pm Post subject: |
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Nice, I wonder what Bak's is like.
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50% Packetloss Server Help Squatter
Age:39 Gender: Joined: Sep 09 2003 Posts: 561 Location: Santa Clarita, California Offline
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Posted: Sat Apr 02, 2005 2:42 pm Post subject: |
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Wrote something like this a while ago. Did you use the same method that catid used in ssbot2? Did you also calculate bomb proximity? _________________ Current Terror Alert Level
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Apr 02, 2005 5:37 pm Post subject: |
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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
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sat Oct 14, 2006 6:56 am Post subject: |
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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. _________________ ss news
143 src dll
asss-bot1-v1.8d.zip - 21.98 KB
File downloaded or viewed 76 time(s)
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z.alpha+ Novice
Joined: Oct 10 2006 Posts: 32 Offline
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Posted: Sat Oct 14, 2006 12:06 pm Post subject: |
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Smong wrote: | It will take damage and when it dies it will respawn
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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.
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Sun Oct 15, 2006 6:15 am Post subject: |
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Did you change to another freq before shooting at it? Are you using the default arena settings?
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z.alpha+ Novice
Joined: Oct 10 2006 Posts: 32 Offline
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Oct 16, 2006 12:18 pm Post subject: |
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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.
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Dark Seed Guest
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Posted: Mon Oct 30, 2006 5:54 pm Post subject: |
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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?
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Bak ?ls -s 0 in
Age:25 Gender: Joined: Jun 11 2004 Posts: 1826 Location: USA Offline
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Posted: Mon Oct 30, 2006 10:05 pm Post subject: |
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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. _________________ SubSpace Discretion: A Third Generation SubSpace Client
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Smong Server Help Squatter
Joined: 1043048991 Posts: 0x91E Offline
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Posted: Tue Oct 31, 2006 9:15 am Post subject: |
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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.
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Legatus Guest
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Posted: Fri Apr 10, 2009 2:06 pm Post subject: |
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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
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Chambahs Power attack
Joined: Jun 19 2005 Posts: 820 Offline
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Posted: Wed Apr 15, 2009 9:14 am Post subject: |
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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
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Fri Apr 17, 2009 4:59 pm Post subject: |
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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
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Legatus Guest
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Posted: Tue Apr 21, 2009 3:33 am Post subject: Bot1d bug info and request |
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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
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JoWie Server Help Squatter
Gender: Joined: Feb 25 2004 Posts: 215 Offline
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Posted: Tue Apr 21, 2009 3:49 am Post subject: |
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Do you mean damage doesn't/incorrectly track dual bullets?
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Hakaku Server Help Squatter
Joined: Apr 07 2006 Posts: 299 Location: Canada Offline
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Posted: Tue Apr 21, 2009 2:25 pm Post subject: |
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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)
damage.rar - 14.68 KB
File downloaded or viewed 48 time(s)
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Cheese Wow Cheese is so helpful!
Joined: Mar 18 2007 Posts: 1017 Offline
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Posted: Tue Apr 21, 2009 11:29 pm Post subject: |
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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... _________________ SSC Distension Owner
SSCU Trench Wars Developer
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Guest
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Posted: Wed Apr 22, 2009 4:23 am Post subject: |
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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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