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...
Engine bots
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.
Same goes for personality files, can just parse external files, I was doing this for shockbot.
Benjamin Darling
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
-
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
Re: Engine bots
I like what you mentioned there, you can use it in any mod without QuakeC editing for the most part.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...)
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
An engine side bot using external files would most definitely be an advantage. Very customizable.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)
Good God! You shot my leg off!
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.
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.
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm