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Author Topic: Mod/Sprite Request Topic  (Read 69991 times)
Meower
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« Reply #930 on: June 10, 2011, 02:52:28 pm »

That sounds pretty swell. Is a randomizer plausible to implement as well?

You know, just to avoid aimbots. Also, some way to control their ammo would be appreciated. Probably a sort of "threat detector" of some sort (No enemy: reload, 1 enemy: reload less often, many enemy: jesus christ backpedal and shoot).
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Orpheon
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« Reply #931 on: June 10, 2011, 03:04:32 pm »

That sounds pretty swell. Is a randomizer plausible to implement as well?

You know, just to avoid aimbots. Also, some way to control their ammo would be appreciated. Probably a sort of "threat detector" of some sort (No enemy: reload, 1 enemy: reload less often, many enemy: jesus christ backpedal and shoot).
For the moment it's like this:

get nearest_enemy; aim at his predicted_position.

This is really simplified, but it's more or less this.
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« Reply #932 on: June 10, 2011, 03:22:52 pm »

That's pretty interesting. Probably there also should be some way to prevent the bots from committing suicide with rockets. I can already see players tricking the Soldier bots to shoot at a wall by outrunning them, and despite the fact it is a very amusing way to kill them, it'd be a bit unbalanced.
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Orpheon
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« Reply #933 on: June 10, 2011, 04:06:32 pm »

That's pretty interesting. Probably there also should be some way to prevent the bots from committing suicide with rockets. I can already see players tricking the Soldier bots to shoot at a wall by outrunning them, and despite the fact it is a very amusing way to kill them, it'd be a bit unbalanced.

You'd need a wall that's between you and the rocketlauncher, but not between you and the soldier. Though I've seen this sometimes with crates, it's rare. Really rare.
More abusable is the fact that they completely and utterly lack any sense of dodging.
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« Reply #934 on: June 10, 2011, 04:16:58 pm »

Probably it's ok with bullets, but maybe projectiles could have a special, uh, alarm (you call them like that, right? Fuck I fail at game making 101) that makes them jump or move out of the way if it's possible (read: rocket is near feet - ledge is near you etc.) although, again, it needs to have some random chances of them actually not doing it.
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« Reply #935 on: June 10, 2011, 04:18:32 pm »

Of course they're going to suck at dodging.
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Orpheon
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« Reply #936 on: June 11, 2011, 03:35:09 am »

Probably it's ok with bullets, but maybe projectiles could have a special, uh, alarm (you call them like that, right? Fuck I fail at game making 101) that makes them jump or move out of the way if it's possible (read: rocket is near feet - ledge is near you etc.) although, again, it needs to have some random chances of them actually not doing it.
What you could do is get the number of enemy projectiles in front of you, and try to calculate how many will hit you if you jump or not. Then you react.
Or you could just jump randomly.

PS: alarms in GMK are timers, that for example "ring" every second to give the medic +5 hp.
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« Reply #937 on: June 11, 2011, 05:09:34 am »

Whatever gets the job done I guess, though the idea of seeing bots jumping around merrily like rabbits with intestine problems doesn't really sound convincing.
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Orpheon
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« Reply #938 on: June 11, 2011, 05:16:23 am »

Whatever gets the job done I guess, though the idea of seeing bots jumping around merrily like rabbits with intestine problems doesn't really sound convincing.
I'm open for suggestions.
All you got to work with are the positions and velocities of everything.
Then also collision checking at a certain point+collision_line(); which checks for a collision between two points (useful for Rocketman).
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« Reply #939 on: June 11, 2011, 06:21:57 am »

Hm, so I tried using an engineer on 2dfort and he basically kept going back and forth. I think there should be a little enhancement for just how big the leap they can possibly do.
Also, I think there should be a way to add bots manually to the server, rather than having a lot of screens open at the same time.

Also also, there should be a secondary subprogram for the Scout so that once he has jumped he re-does the jump calculations and tries to double jump.
Also also also, there should be a main "attitude" program that basically rolls a random chance for what they're currently going to do. To make it more clear, the bots I have tested kept just going around the map with no clear goal of what to do. With this random chance they can decide to either go for the objective (in which case basically they can and should go back when they encounter an obstacle, but they should after a few steps they should start moving straight again - might work oddly on stair cases though) or to just stay around the base (like they were locked onto an area that goes around the spawn room or their objective.

Also also also also


This happened after a few minutes. The bot jumped onto the bridge and basically got stuck in it.
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Orpheon
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« Reply #940 on: June 11, 2011, 06:28:03 am »

Hm, so I tried using an engineer on 2dfort and he basically kept going back and forth. I think there should be a little enhancement for just how big the leap they can possibly do. I can't detect ledges or stairs yet, an algorithm for that would be great.
Also, I think there should be a way to add bots manually to the server, rather than having a lot of screens open at the same time. This is what I'm currently trying to do, look at the Help thread.

Also also, there should be a secondary subprogram for the Scout so that once he has jumped he re-does the jump calculations and tries to double jump. Ok.
Also also also, there should be a main "attitude" program that basically rolls a random chance for what they're currently going to do. To make it more clear, the bots I have tested kept just going around the map with no clear goal of what to do. With this random chance they can decide to either go for the objective (in which case basically they can and should go back when they encounter an obstacle, but they should after a few steps they should start moving straight again - might work oddly on stair cases though) or to just stay around the base (like they were locked onto an area that goes around the spawn room or their objective. They should go directly to the objective, but that is really buggy right now (as you saw). Again, I can't make them detect stairs or anything similar, I need help with this.

Also also also also


This happened after a few minutes. The bot jumped onto the bridge and basically got stuck in it. What? That is new. I'll look into it. Thanks.


PS: Don't even bother with the other modes. CTF is the only one that is half-way working. Wait for next update (coming as soon as I can finish that which I outlined in the help thread).
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« Reply #941 on: June 11, 2011, 07:07:39 am »

Well if it's about algorithms, I am a half assed shit programmer after all. I at least understand them theoretically.
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Orpheon
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« Reply #942 on: June 11, 2011, 07:10:51 am »

Well if it's about algorithms, I am a half assed shit programmer after all. I at least understand them theoretically.
It's about a list of things the computer should do and check.

Genre:

if pixel(my_x+15, my_y-50) == Wall
{
   jump
}

I can use this kind of thing really well.
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« Reply #943 on: June 11, 2011, 05:40:25 pm »

How come when I change all the other classlimits to 0 except for rocketman to 20. Why can't I join a team?
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« Reply #944 on: June 11, 2011, 05:42:05 pm »

You initially spawn as scout by default
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