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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.
> > >>
> > >>
> > >--
> > >
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> >
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> >
> >
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>
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