So is this fairly close to a release?
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So is this fairly close to a release?
There are a few things I still wanna add before release:
- It can't walk to ANY place, only to nodes on the graph. This isn't hard to fix as I just need to add a temp node at the end of the path it's supposed to be following and the walker will handle that as if it were real.
- Support for objectives. It's kinda useless if it ignores objects in various gametypes.
- Improve pathfinding and the aimbot for AI usage. Right now it aims at a target and pathfinds for every tick of the AI. The aimbot should instead be aiming at a target constantly and the AI just tells it when to change targets. Similarly for the walking.
- Grenade support.
- Support for aiming at nodes and not just players. Who knows how people might use this program? Could be handy for machinima or something.
- Distances to walking destination and aimbot target as data sources for the AI. Enemy shield % too?
- Inventory information as data sources (number of grenades, weapons being held), as well as the ability to switch weapons.
- Maybe find a better way to detect if targets are visible or not. In servers with high pings ~200 it tends not to take shots because it has to lead so far ahead that the enemy's name doesn't show up and hence it doesn't know they're visible.
So just so I've got it clear. This is kinda like a program that will play Halo for u in a way( including in mp)? Also how long do think adding that stuff in would take? If I'm reading every thing correctly this is looking really nice!
I haven't tested this at all in SP, some features I know won't work there. It's built for multiplayer only. You've got the right idea though. This started as an experiment to see if I could make a program that could navigate around a multiplayer map. It has turned into a full on automated and programmable multiplayer bot. This won't be like playing with bots in other games; it's just a player who's letting a program control the game for them, so it takes up a slot in the server.
It can't navigate just any map. Users need to design a special node graph that tells the bot where it can walk. This can take some time to setup as you need to cover the entire map densely enough. Luckily I've included a few helpful tools that make the task faster. Bloodgulch, Rat Race, and Damnation already have graphs made for them. I'm also working on Hang Em High and Wizard. I might ask some select people for help making more before release in exchange for getting to use the program before anyone else.
At the rate I work, it'll probably take me a couple months at least to add those things. Something real shitty just happened to me so I don't feel like doing much of anything right now.
Well I'm sry to hear about that shitty thing happening but I'll be watching for this one. Do you think you'll need any testers for it?
Yeah, I'll need some testers eventually. When I get some people to help make graphs they can try and break the program while they're at it.
When you need people to make graphs for the stock maps shoot me a PM. Would be nice if this released with graphs for all the stock maps.
Out of curiosity.
How would the program respond to another user running the same software which would effectively have two bots running the same routines?
Would they work in unison or would they go about their business like normal A.I do?
If two people are using this in the same server then the apps don't communicate if that's what you're wondering. It treats every other player the same way. In fact, all it's working with right now in that sense is the coordinates of other players.
what I was wondering is, if for instance you have two objects next to each other and they effect each other equally wouldn't they in turn move at the same time?
for instance, you have two of your bots stood next to each other, would they run and shoot each other at the same times or would they be out of sync?