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bots part 2 [message #265560] Tue, 12 June 2007 10:36 Go to next message
_SSnipe_ is currently offline  _SSnipe_
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1)which script was it agian to make a bot hunt someone down or do i even need it?

2)what makes bots (chars and bots) just stay in one place?

3)how do i set a bot up on a way path i look at the tut on renehlp for vechs but what aobut infintry i never got it to work ether ways

4) can adding scripts to the wrong thing cause ur serv to ccrash

Re: bots part 2 [message #265578 is a reply to message #265560] Tue, 12 June 2007 11:56 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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joe937465 wrote on Tue, 12 June 2007 12:36

1)which script was it agian to make a bot hunt someone down or do i even need it?

2)what makes bots (chars and bots) just stay in one place?

3)how do i set a bot up on a way path i look at the tut on renehlp for vechs but what aobut infintry i never got it to work ether ways

4) can adding scripts to the wrong thing cause ur serv to ccrash




1) M03_goto_Star (this make the bot or tank hunt the player

2) click innate in the mode for the bots (i think)

3) Dont know.

4) I dont think so, but make sure all the values in the script have been added.

[Updated on: Tue, 12 June 2007 11:57]

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Re: bots part 2 [message #265659 is a reply to message #265560] Tue, 12 June 2007 16:26 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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ty
1)also what my idea ia to make bots stay in base and walk around and kill emeneys when see them is there a way to make them not leave the base

2)also i got 4 different answers for a script to make a bot chase someone witch ones the best?

3)how can i make it where u get a keycard and like a red wall or door goes away kinda like storm coop with the red walls i dont want to use dorrs if i dont have 2?
Re: bots part 2 [message #265738 is a reply to message #265560] Tue, 12 June 2007 18:32 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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4) umm when i add a script to a spawner bot or vehc do i add the script to the bot on map or the spawner present or the present of whats spawning
Re: bots part 2 [message #265779 is a reply to message #265560] Tue, 12 June 2007 23:07 Go to previous messageGo to next message
Brandon is currently offline  Brandon
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There are many scripts that can be used to have a Bot hunt down players, any of them should do.

When making a Bot, if you don't want it to move period you'd check the InnateIsStationary box or, if you want it to remain in one specific area you could try playing with CoverType/CoverSpots but I'm not sure if that works server side. Mainly AI Bots stay in one place until they hear/see an enemy unit approaching and then they move out after it unless they lose sight of it. If you want your AI Bots to remain in base then there's not much you can do about it, once they're on the move there's no controlling them. But if they lose sight of something they stay put for the most part. If you use a spawner then when they die they'll be back at base.

Setting up AI Bots on waypath is easy, use JFW_Follow_Waypoint (might not be waypoint, maybe waypath, bah...) anyways, you make a waypath and then you use the script on your AI Bot and plug in the parameters and values, etc. However, waypath I hear goes onto a .lsd file, not .ldd, so it might crash the server.

Adding scripts to the wrong thing MIGHT crash your server, depends though on what you're doing and with what, lol. Usually though, nothing will happen. Your server might be crashing if you're not using a bot fixed server side mod or if you did something wrong when making your AI Bots (I'll be posting a tutorial on RenHelp.net on how to properly configure AI Bots server side soon).

As far as the keycard thing goes, I'm not entirely sure. But to get rid of things like those red fences you add in Level Edit and you can add an object(s) to be destroyed to delete the fences. Use a JFW_ (I think it's death_destroy or something), attach script to object that needs to be blown up to delete the fence(s), etc.

As far as the last thing, you decide what you want to add the script to. If you add to the bot/spawner on preset list it'll apply to all that you make, otherwise if you use one a current bot/spawner in your map it'll only apply to it.

I'll get a tutorial up soon, I hope I could help for now. Wink
Re: bots part 2 [message #265784 is a reply to message #265560] Tue, 12 June 2007 23:32 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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wow ur awesome but going back tot he script think ig to lost so add the hunt script to the bot on map or the present because if it dies


also im not 100% sure how to make a way otah i made a infantry only one did settings added human genretor thing then did that sector thing but id i it worked


and how about keycards to doors? like where i have to go find it right then when i get it it starst to spawn near the start so u dont have to find it twice then it opens soem doors

[Updated on: Tue, 12 June 2007 23:36]

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Re: bots part 2 [message #265798 is a reply to message #265560] Tue, 12 June 2007 23:55 Go to previous messageGo to next message
Brandon is currently offline  Brandon
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If you want the bot to forever hunt then put it on the bot on preset list so it applies to all.

As for the keycards, you can't spawn keycards ever, it'll instantly crash your server. But you can have ppl buy from a switch or whatever. But right now I'm not sure (off the top of my head) if there's a script to destroy an object(s) when you enter a zone with a keycard. C++ could do it though, but you need someone with an adequate knowledge of C++.

Talk to zunnie for some more help, he may know a way. Wink
Re: bots part 2 [message #265804 is a reply to message #265560] Wed, 13 June 2007 00:23 Go to previous messageGo to next message
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yikes c++ + me = not good
on gamer zone M03.mix once u get keycars someone where far it starts to spawn at start
Re: bots part 2 [message #265828 is a reply to message #265560] Wed, 13 June 2007 02:11 Go to previous messageGo to next message
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so tell me if thse 2 are right

chars hunt and chase : scripts u listed

chars stand in one place: ussinhatebehavior

are they conrrect?

now whats answer for these ones

make vechs stay in one place?

and make vechs chase and attack enemys when seen?

see i got to laern how to make both chars and vechs both stand still and attack Very Happy
Re: bots part 2 [message #265867 is a reply to message #265560] Wed, 13 June 2007 07:51 Go to previous messageGo to next message
Brandon is currently offline  Brandon
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If you want characters to stand in one place and never move check the InnateIsStationary box when setting up the AI Bot.

If you want them to move then leave them be.

For hunting, use scripts.

I don't know if there is a script to make Vehicle Bots stay in one place out yet. But I heard awhile back on RenHelp.net there would be one that allowed you to tell the bot to return to it's original position.

Now to make Vehicle AI Bots you can either use the current tutorial on RenHelp.net (which kinda sucks) or use Neo_Vehicle_AI (nice script with a few easter eggs I learned Surprised).

If you need more help get TeamSpeak and join my TS server (link can be found at www.worldwidehelp.co.nr on the homepage, just click the TS icon). Wink
Re: bots part 2 [message #265894 is a reply to message #265560] Wed, 13 June 2007 10:11 Go to previous messageGo to next message
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ya i saw that sript on the site the Neo_Vehicle_AI but why on the site it sasy

CPU_Neo_Vehicle_AI ?
Re: bots part 2 [message #265955 is a reply to message #265560] Wed, 13 June 2007 15:25 Go to previous messageGo to next message
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and how can i make checkpoints? so like if u pass a spot and die u spawn not at the start but the check point
Re: bots part 2 [message #265967 is a reply to message #265560] Wed, 13 June 2007 16:42 Go to previous messageGo to next message
Brandon is currently offline  Brandon
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First, CPU_Neo_Vehicle_AI hasn't been added (for some odd reason). So use Neo_Vehicle_AI.

Second, I don't think you can actually move the spawners (I've been told you can't move those) but you can create teleporter zones and as you pass through checkpoints (script zones) you could have a script delete a laser fence surrounding the teleport zone so people can enter and go to the last checkpoint.
Re: bots part 2 [message #265968 is a reply to message #265560] Wed, 13 June 2007 16:44 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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well ya i still dont know how to make them tho ;P
Re: bots part 2 [message #265969 is a reply to message #265560] Wed, 13 June 2007 16:47 Go to previous messageGo to next message
Brandon is currently offline  Brandon
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Get TeamSpeak and hop on my server and I'll help you.
Re: bots part 2 [message #265997 is a reply to message #265560] Wed, 13 June 2007 19:07 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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umm ok whats ur ts?
Re: bots part 2 [message #266038 is a reply to message #265560] Wed, 13 June 2007 20:42 Go to previous messageGo to next message
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wwh.dyndns.org:8768
Re: bots part 2 [message #266194 is a reply to message #265560] Thu, 14 June 2007 10:40 Go to previous messageGo to next message
_SSnipe_ is currently offline  _SSnipe_
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srry i was on ur ts last nigth then somethings on my pc shorted now my sound card is fryed thats why i left Sad
Re: bots part 2 [message #266203 is a reply to message #265560] Thu, 14 June 2007 11:06 Go to previous message
Brandon is currently offline  Brandon
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Ah, okay. Well, you can bring this to my forum if you want, I usually respond to posts there quicker than anywhere else. (www.worldwidehelp.co.nr)
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