-- [ Picked text/plain from multipart/alternative ] You certainly do need access to a hell of alot more than what the server plugins provide. The properties of the weapon is not in any way part of the problem. It's finding out if the bot has a particular weapon, and then somehow changing to it, not to mention querying the weapon ammo. Such basic functionality is missing, among other things. Even IBotController->SetActiveWeapon(const char *) is rather worthless, as it spawns a weapon for the bot, essentially allowing him to cheat. Not only that, but calling it too often crashes the game when it runs out of entities. CBotCmd.weaponselect is useless too, as there is no way to get the entity index of a weapon the bot has. If valve were to spend 2 seconds added a int IBotController::HasWeapon(const char *), which returns -1 if the bot doesnt have the weapon, or a valid index otherwise, we'd have something to feed into weaponselect. We still wouldn't have access to ammo and stuff, which is very important as well, but it'd still be an improvement. Server plugin bots are possible with the current system, if you limit them to like 1 weapon each time they spawn, or risk the out of entity crashes. These are just some of the issues we've been trying to get valve to address for like a year now.
If you want more information, see http://forums.bots-united.com/showthread.php?t=4026 Few people are willing spend time on half-assed bots. I got HL2DM bots working long ago as well, http://www.omni-bot.de/e107/e107_plugins/forum/forum_viewtopic.php?375 but it's not very motivating to publically release them with such glaring flaws. I hope the new SDK guy will finally rectify these issues. On 8/1/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote: > > Are you sure you read my message? The point was that you don't need to > access memory for information about the weapons at all. Just create a > config file that describes some properties about the weapons, like whether > it's hitscan or projectile etc. > > At 2006/07/30 02:12 PM, LDuke wrote: > >-- > >[ Picked text/plain from multipart/alternative ] > >You can access info on weapons and other things needed for bots, but only > >with complicated hacks that are often broken when an update is released. > It > >requires scanning memory for the location you need and then calling that > >address as a function. > > > >That's a lot different than handling your own waypoints, and probably > isn't > >worth the effort that needs to be expended everytime a release occurs for > >any mod that your bots would be expected to support. > > > >Grant > >(L. Duke) > > > > > >On 7/30/06, [EMAIL PROTECTED] < > [EMAIL PROTECTED]> > >wrote: > >> > >> This is a bit of a copout. Yes the Valve APIs don't natively support > >> weapon introspection, but the Valve APIs don't natively support map > waypoint > >> querying either, (nor has any FPS API that I'm aware of) and > programmers > >> have had no problems there. They simply stored the extra info they > needed > >> in external config files. > >> > >> > >-- > > > >_______________________________________________ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

