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Engine bots

Posted: Mon Feb 21, 2011 4:22 am
by leileilol
Is there any advantage an engine-side bot could have with functionality over a bot based only in QuakeC?

- Opportunity for an AAS system
- Separate item weights, personality for each bot
- useless things like making something ELIZAey for bot chat
- This list is a silly brief retread of Gladiator Bot features
- no hackery up of mods to put a qc bot in (Testing convenience? doesn't seem effective on menu-based stuff like TF, and FVF...)

No, this isn't a Globot vs Frikbot discussion. It's something rarely explored further regarding Quake...

Posted: Mon Feb 21, 2011 4:48 am
by Junrall
- Increased ability to detect surrounding terrain and terrain surfaces?

Posted: Mon Feb 21, 2011 8:20 pm
by Electro
Seperate item weights can be achieved via qc, in fact that's preferable.

Same goes for personality files, can just parse external files, I was doing this for shockbot.

Re: Engine bots

Posted: Mon Feb 21, 2011 8:30 pm
by Team Xlink
leileilol wrote: - no hackery up of mods to put a qc bot in (Testing convenience? doesn't seem effective on menu-based stuff like TF, and FVF...)
I like what you mentioned there, you can use it in any mod without QuakeC editing for the most part.

Posted: Tue Feb 22, 2011 3:40 am
by Dr. Shadowborg
I'd advise some form of customizable ability to use items / buttoncombos via external files for Painkeep / TF / Duke / Quake2 style items and also stuff like "double tap then hold to use jetpack" moves. (see hellsmash super jump move for the last bit)

Posted: Tue Feb 22, 2011 6:37 am
by Junrall
Dr. Shadowborg wrote:I'd advise some form of customizable ability to use items / buttoncombos via external files for Painkeep / TF / Duke / Quake2 style items and also stuff like "double tap then hold to use jetpack" moves. (see hellsmash super jump move for the last bit)
An engine side bot using external files would most definitely be an advantage. Very customizable.

Posted: Tue Feb 22, 2011 4:28 pm
by Spike
A downside of engine-side bots is that they don't understand the rules of the mod.
Which means they can never play CTF or CuTF.
Knowing which weapons the bot already has may also be an issue if you want sensible item weightings.

Routing is a definite advantage for engine bots though. Easier to manage nodes, routes, etc. Having said that, the bot still needs to know how to activate/open doors and things.

Primary advantage of engine-side bots is that you can more easily track when the bot last saw quad get picked up, and time rearrival to get it when it next respawns, rather than just looking at the item regardless of whether the bot was within hearable distance.
Stuff like that.

Posted: Tue Feb 22, 2011 8:08 pm
by Urre
Make builtins for navigation, do rest in QC.

Posted: Tue Feb 22, 2011 11:53 pm
by frag.machine
Urre wrote:Make builtins for navigation, do rest in QC.
^^^This.

Posted: Wed Feb 23, 2011 3:46 pm
by GiffE
Urre wrote:Make builtins for navigation, do rest in QC.
I second that motion!
Navigation was one of the hardest things, I found, to figure out.