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True dat. There may be hope on the horizon with this new SDK guy, so
hopefully we will see these things added in an upcoming SDK update.

True that if you have mod source code access you can make bots just fine,
I've been working on such bots for quite a while now in FF, but many bot
coders want to do non mod specific bots, and plug them into CS:S, DOD,
HL2DM, insert any mod here. Getting source access is unrealistic and in many
cases impossible.

On 8/2/06, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
>
> Jeremy Swigart 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.
>
> ...also being able to determine what weapon other players/bots currently
> have deployed (so you know whether to stand and fight or run away).
>
> Being able to know which weapon and/or ammo pickups are active (i.e. the
> weapon/ammo has spawned and can currently be picked up).  Being able to
> determine if wall chargers are usable or not (have they been used up?).
>   Being able to determine the state/location of platforms and doors (do
> I need to wait for a moving platform/lift or is it already at the
> bottom/top?).  Being able to detect bullet or explosive projectile
> impacts and sounds.  Being able to tell when things like flashbang
> grenades have exploded so that the bot reacts properly.
>
> These are just a few of the things that aren't easily accessible via
> plugins.  Without the plugin system supporting these types of querries,
> developing an easy-to-maintain and mod release agnostic plugin bot will
> be extremely difficult.
>
> --
> Jeffrey "botman" Broome
>
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