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FudLe Pucker Seasoned Helper

Gender: Joined: Jul 03 2003 Posts: 163 Offline
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Posted: Mon Sep 01, 2003 5:07 pm Post subject: a bot that shoots and you can actually kill... |
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So, during my membership in these forums, you guys have witnessed already 3 of my zone ideas being created and failing miserably. So now i got a new idea.
IS there a way you can have mervbot spawn in a place, attack the nearest player, but you can kill it? thanks. Man i should really start learning programming. |
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Smong Server Help Squatter

Joined: 1043048991 Posts: 0x91E Offline
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Posted: Mon Sep 01, 2003 5:13 pm Post subject: |
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You would have to code it yourself as no one else will probably do it (but I think it may be possible, but not as a plugin). |
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k0zy Server Help Squatter

Gender: Joined: Jan 11 2003 Posts: 571 Location: Germany Offline
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Posted: Mon Sep 01, 2003 5:17 pm Post subject: |
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No you can't kill the bots, because no bot-programmers is able/willing to code it.
Damage is calculated on the client-side.
The only person, except priitk, who ever coded damge into a client is snrrrub.
Bob Dole.. Bob Dole... Bob Dole...... bob dole.... bob... dole.... |
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FudLe Pucker Seasoned Helper

Gender: Joined: Jul 03 2003 Posts: 163 Offline
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Posted: Mon Sep 01, 2003 5:19 pm Post subject: |
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hmm.. but maybe there is a way to code the bot so it will count the amount of times it got hit and when that amount reaches a certain number, it automatically specs? |
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Mine GO BOOM Hunch Hunch What What

Age:41 Gender: Joined: Aug 01 2002 Posts: 3615 Location: Las Vegas Offline
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Posted: Mon Sep 01, 2003 7:01 pm Post subject: |
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The hitting code is the hardest part, as you have to take into account many things, such as walls, repels, other ships hitting it first, worm holes, etc. As I said in a previous thread before, the simple way of doing this is to turret someone else, and just *watchdamage them. But if the driver dies first, the bot won't take damage until the player respawns, which can be a problem. |
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FudLe Pucker Seasoned Helper

Gender: Joined: Jul 03 2003 Posts: 163 Offline
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Posted: Mon Sep 01, 2003 7:04 pm Post subject: |
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k forget it, too complex |
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ShortyMatt Seasoned Inquisitor

Age:35 Gender: Joined: Aug 05 2003 Posts: 383 Location: Manassas, VA, USA Offline
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Posted: Thu Sep 04, 2003 10:31 pm Post subject: |
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lol..TW once had a bot that would chase peeps down and kill em...he would hunt the hiders...etc...BUT it was possible to kill the bot...i could try and code 1...will take like 50 years...lol  _________________ User Status = Offline! ..
^^ thats garbage |
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Luminari Newbie
Age:48 Gender: Joined: Sep 07 2003 Posts: 3 Offline
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Posted: Sun Sep 07, 2003 3:22 pm Post subject: |
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It may be hard to create a bot that would take damage and be destroyable, but it might be possible to make one that would function as an unkillable turret, or as a checkpoint that could be shot but would not calculate damage. |
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Sun Sep 07, 2003 4:42 pm Post subject: |
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MERV already has a unkillable turret. _________________ This help is informational only. No representation is made or warranty given as to its content. User assumes all risk of use. Cyan~Fire assumes no responsibility for any loss or delay resulting from such use.
Wise men STILL seek Him. |
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Rifle Guest
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Posted: Mon Sep 08, 2003 5:26 am Post subject: |
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I`ve made such a bot.. though it is not a turret, but flies on its own.
It has a position detection system as well, so it homes in on the player.
I`ve put the project on ice as its current method of moving was by ( basically ) ripped position packets.
The method allowed it to move fluently ( atleast on my LAN server ), but it moved in a "robotic" manner.. ( f.ex flying up for 1 sec, finding out where the player is, then flying in direction x for 2 sec ).
Thus, the next version will be using real continuum physics to counter the problem with the current version.
And yes, it is possible to do all of this by doing a plugin.. Not as easy as to modify the core itself, but it can be done
I intend to finish the bot some day, but as of now I do not have the time.
-Rifleman
>It may be hard to create a bot that would take damage and be >destroyable, but it might be possible to make one that would function as >an unkillable turret, or as a checkpoint that could be shot but would not >calculate damage. |
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