-- [ Picked text/plain from multipart/alternative ] Only things are different when using modcode and not server plugins. The modcode doesn't have these issues...
On 8/2/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote: > > -- > [ 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

