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OrionBots - 1st release

Discuss Artificial Intelligence and Bot programming.

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Postby Orion » Thu Mar 29, 2007 2:47 pm

Yes, the entire bot code in in bot.qc, but have a rankings.qc for displaying on scoreboard, and see StartFrame() at world.qc, it will update the bot's "model" position, because the bot isn't a client entity, see create_bot()/start_bot() at bot.qc, have a float that gets a client entity for the bot.decoy, that is the "model", because the bot has a null model "progs/null.mdl", if I set the bot's model to string_null, the bots won't glow, won't muzzleflash, won't have any light effects, this is why I created a very small pyramid to represent the null.mdl, and if I set the bot's model to null.spr, will have a lot of messages ingame something like this: SV_DrawSprite: no such frame #. At some client.qc/player.qc/weapons.qc/etc functions, have some tweaks because of the bot's model, his aim, etc. But the entire AI is all in bot.qc.
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Postby Urre » Fri Mar 30, 2007 9:17 am

Orion: That's what it usually looks like. All AI is in separate files, but important tweaks in existing files. The question is just how many files you have tweaks in :P. Frikbot did it pretty well. I'd guess only tutorial-bot is more plugin than Frikbot :P
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Postby Orion » Fri Mar 30, 2007 2:09 pm

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Postby Urre » Fri Mar 30, 2007 2:21 pm

Orion: Internet's still not working for me at home, so no :(
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Postby Orion » Fri Mar 30, 2007 4:25 pm

Try recording it to a pendrive, floppy or something...
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Postby Sajt » Fri Mar 30, 2007 5:07 pm

Come on Urre! You gotta want it!
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Postby FrikaC » Fri Mar 30, 2007 5:45 pm

Urre wrote:Hm, I've always thought I follow the community, but I've never heard of the shub hub. I've just tried using Quake Archives on QuakeDev, but it's been suffering from bad management.


I blame A.I. Qaeda.
Last edited by FrikaC on Thu Apr 05, 2007 3:37 am, edited 1 time in total.
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Postby Urre » Sat Mar 31, 2007 12:49 pm

Checked out the second release, quite cool stuff. Their strafing was cool and smooth, cool combat movement, okay navigation. I must agree on other people's complaints though, that they seem to move and react too fast. The fact that they don't accelerate or decelerate at all gives them a serious advantage over real players, and their reaction times are insane. Not only do they seem to see with eyes in their neck, they shoot instantly. They also for some reason seemed to act more intelligently when in combat, than when navigating just by themselves. I looked at one of the bots after I died, and it was pretty much running around in circles in the RL area on dm6. Still way better than my bots, so I give it an official Urre thumbs up. Keep at it mate!
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Postby Orion » Sat Mar 31, 2007 6:18 pm

Well, here's an improvement for third release, accelerating/decelerating speed, here's a moving forward example:

Code: Select all
howfar = 320*frametime;
movetogoal (howfar);
if (self.flags & FL_ONGROUND)
{
      makevectors (self.angles);
      self.flags = self.flags - FL_ONGROUND;
      self.velocity = self.velocity + v_forward * 10; // this will add velocity
      if (vlen(self.velocity) > 320) // this will limit it
            self.velocity = v_forward * 320; // this too
}
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Postby Sajt » Sat Mar 31, 2007 7:36 pm

Uhoh. I sense missing frametime multiply.
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Postby Orion » Sat Mar 31, 2007 11:50 pm

Urre, please gimme the link of your bots.. I wanna try'em.
Thanks!
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