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Topic Starter Topic: Bot characteristics

Trainee
Trainee

Joined: 22 Jul 2011
Posts: 45
PostPosted: 04-17-2013 07:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hello, I'm trying to use bots as targets for a entityplus map. To do this I need the bots ignore the player and just move to the waypoints.

I tried creating a new bot and change the characteristics file but it does not work. The most important values I have changed are AGGRESSION and ALERTNESS, both set to 0.0, and then I changed others just to try but didn't work.

According to this guide with these two is enough but the truth is that the bot behaves like if I had not made ​​the changes. I checked all, with g_debugBotSpawns I see the personality is loaded, the level of difficulty is the one I modified (5) and matches with g_spSkill. I have even tested it in vq3 but the same happens, so I must be missing something very basic but I don't know what it is.

I've attached the characteristics file and the test map.




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Trainee
Trainee

Joined: 22 Jul 2011
Posts: 45
PostPosted: 04-20-2013 05:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


I've been the last few days trying this and from what I see I wasn't doing anything wrong, it's just alertness and agression seem to have very little effect. Even setting all values ​​to 0.0 (or 0.1) I couldn't do what I wanted so I discarded this way.

Apparently there is a command for that called notarget but it doesn't actually work. I looked in the source code and saw that it isn't implemented, so I'll have to forget about this for now.




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36641
PostPosted: 04-20-2013 10:37 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I think I've solved your problem.
I've added an IGNORE_PLAYER spawnflag to the target_botspawn entity. Any bot spawned by a target_botspawn with this spawnflag will fully ignore the player, even when the bot is attacked by the player.
Additionally, I've implemented a use for the "notarget" console command. If you enter \notarget in the console, all bots in the game will ignore you.

If you want I can send you a build of the current state of the mod so you can play around with this new spawnflag.



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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10437
PostPosted: 04-21-2013 05:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
this spawnflag will fully ignore the player, even when the bot is attacked by the player.


Any possibility of having another spawnflag that causes the bot to only attack the player if the bot is attacked or if the bot sees the player? Would be useful for stealth based missions.



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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36641
PostPosted: 04-21-2013 05:55 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Errr, that is the default behavior of bots? I mean, a bot can't attack something he can't see :)
You can set up a bot patrol route with info_waypoint entities so I guess that is the desired effect, no?

Thing is though, I think bots are too aware of their surroundings to create any stealth gameplay in the sense of Splinter Cell or Thief. Also, there's no hiding in dark corners. Bots are equipped with infra red vision by default ;)



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Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 289
PostPosted: 04-21-2013 08:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


In combination with Obisidian's request, I'd also like a spawnflag for "START_WALK"

So, a bot that ignores player until attacked, but also starts in walk mode until attacked.




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36641
PostPosted: 04-21-2013 08:37 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah that is on my todo list, but I'm having some difficulty finding how it works. It should be possible, considering that the Crash bot never runs on the lowest difficulty. It's got a high priority as far as I'm concerned.



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 411
PostPosted: 04-21-2013 08:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Bots are equipped with infra red vision by default

Bots attack the player entity they see. Bots do not see lightmap as they wouldn't navigate trough dark areas, they see only polygons and entities, such players are entities. If a bot sees a player entity, it will naturaly attack it when the bot has no special setting it won't see player...
If you modify the bot's code in the navigation section, it would be able to navigate as they see polygons AND lightmap so when the light goes under visibility value it would stop moving and attacking everyone he's in the dark place, but I'm not sure it's true at all or it's only a theory...

Maybe it should be able with some game core modifications, which requires compilation of new executable file...
For many people the bot code looks like traditional chinesse...



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Trainee
Trainee

Joined: 22 Jul 2011
Posts: 45
PostPosted: 04-21-2013 10:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


Wow, thank you Eraser, I thought this topic would be completely ignored.

Yes, I would like to try that spawnflag, can you upload the latest version to the homepage? if not you can just send it to my email, I'll send you a PM.




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36641
PostPosted: 04-22-2013 10:31 AM           Profile   Send private message  E-mail  Edit post Reply with quote


UglyFoot, download the zip file linked below and extract it to your EntityPlus folder. It adds a pak1.pk3 file with new qvm files and it replaces the existing entities.def file.
Don't forget to remove the pak1.pk3 file when the next "official" release is out and you install that.

https://dl.dropboxusercontent.com/u/186 ... typlus.zip



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Trainee
Trainee

Joined: 22 Jul 2011
Posts: 45
PostPosted: 04-22-2013 01:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ok, I've downloaded it and I'll try it later, thank you.




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Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 289
PostPosted: 04-22-2013 05:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
but I'm having some difficulty finding how it works.

Perhaps you've already thought of this, but I would suggest scanning the source code for "+speed" console command and see what it's doing and if you can use that or copy from it.




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36641
PostPosted: 05-03-2013 10:58 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I succeeded in making the bots walk. The target_botspawn entity has two additional spawnflags: PATROL_WALK and ALWAYS_WALK. The PATROL_WALK spawnflag makes the bot walk while patrolling along info_waypoint entities, but it will run when attacking the player. The ALWAYS_WALK spawnflag forces the bot to always walk, even when attacking the player. ALWAYS_WALK overrides PATROL_WALK in case both spawnflags are set.



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Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 289
PostPosted: 05-06-2013 02:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Coolbeans, dude. The feature WILL be used.

Unfortunately, I haven't had a chance to start mapping again yet. No free time, lately.




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36641
PostPosted: 05-06-2013 04:42 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I know the feeling :/ Real life often gets in the way.



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