Sounds good. I think the good thing about the QuakeWorld bots is that they connect to the engine (through the use of special QuakeC built-in functions) as if they were real human players. This was a big deal when it was invented, because a number of bots ``cheated'' to behave more intelligently (i.e. they could do things human players can't becuase they're running on the server). Even though they're still written in QuakeC, these ``fake client'' bots are better because the engine stops them from doing things that humans can't, such as finding the coordinates of their enemy (so the code doesn't bother trying).
There is possibly a QuakeWorld ``fake client'' version of the Reaper. Incidentlally and IIRC the guy that wrote the Reaper got a job at Epic games to do the AI/bots for Unreal :-). About the impulses: if I'm right and you're referring to the impulse numbers, then it's good there a no collisions, but it's also not the end of the world if there are, becaues they can be changed in the code. Basically, the impulse functions are a series of tests to see if their impulse number has been set by the player during the past frame. These numbers can be changed -- as can the key bindings that activate them. The bindings would be changed in the .cfg files and the impulse numbers would be changed in some .qc file. That explanation probably won't make much sense until I have more time to better explain the surrounding bits -- I will do so as soon as I can but must continue work on LDL for now. Thanks for your interest and I look forward to being more useful on the development help front soon. best regards, -- Matthew Tylee Atkinson <[EMAIL PROTECTED]> _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
