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Re: How to use bots in your title packs
Posted: 26 Apr 2013, 08:32
by TGYoshi
Whatever you've suggested seems to be possible altogether already.
Re: How to use bots in your title packs
Posted: 26 Apr 2013, 16:16
by faserg1
Ok, I want to write a big post here. It is sugguestion about ways. Let's start!
First of all, new button
here.
It shows special menu of points and tools.
Here is a list of ponts:
- Usual point.
Just a point that can be connected with other points. Very simple, hasn't functions.
- Interactive points.
There will be points, that automaticly placing on some blocks. For example, on jumps. Here the system. Blue point - Interactive. Bots known that after use that jump, there will be in green place. (It connected automaticly) Green place like a point but it isn't a point. It is a radius where can be bots and placed new point. Bots can use this point to run away.
- More will be soon...
There are tools:
- Radius - special thing that can make a place where bots can "be free".
- Ways - can be many types.
Usual way - can connect any points and bots can run by this way.
***
Also ways has parameters like width, that can make bots more free.
- Interactive teritory - a special place like the radius but has custom figure and special functions like interactive points.
More info soon.
Re: How to use bots in your title packs
Posted: 27 Apr 2013, 18:03
by faserg1
Question to NADEO: Does my suggestion is imposible to realise in ManiaPlanet?
Re: How to use bots in your title packs
Posted: 27 Apr 2013, 20:26
by TGYoshi
Protip: You can already do some of those 'advanced' things with some creative scripting.
It's just not all built-in which is actually a good thing.
Re: How to use bots in your title packs
Posted: 28 Apr 2013, 07:54
by faserg1
I know that I can do something from this but I NEED other things, I NEED this editor feature.
Know I can place only standart ways... And it is bad.
Re: How to use bots in your title packs
Posted: 28 Apr 2013, 17:00
by luftisbollentm2
// Growing difficulty
declare Difficulty = 9;
declare LastDifficultyLevelUp = 0;
declare BotsArmorBonus = 0;
After difficult level 10(11) the script crash ? (maybe a bug to)
I set to >> #Const C_MaxDifficulty 100 (set this to 10 it works becouse then the game is over before reach the crash

)
// Waves parameters
what is deltatime mean ?
#Const C_BotsSpawnDeltaTime 100 //(500)
I figure out alot
and maybe a bug to report acctually i reported one above to

anyway ? when i kill a bot the rockets the bot shot (rockets) disappear on kill.
And how do i get the storm man instead of the toad, (change model) //where to put the 0 to get storm man ?
can i change weapons on the bot ? where / how.
what is the diffrence between those ?
***************************************************************************
#Const C_BotShootPeriodMin 600 //600 = 1 sec
#Const C_BotShootPeriodMax 1200 //600 = 1 sec
***************************************************************************
#Const C_BotShootPeriodMin 1200 //600 = 1 sec
#Const C_BotShootPeriodMax 600 //600 = 1 sec
Having a blast... making training courses ^^
error screen
https://dl.dropbox.com/s/s3mw2e928vutdc ... -04-28.jpg
Re: How to use bots in your title packs
Posted: 29 Apr 2013, 10:43
by Kak0
luftisbollentm2 wrote:
After difficult level 10(11) the script crash ? (maybe a bug to)
It's just that i forgot a test in the script, the MaxDifficulty should be inferior or equal to the number of elements in the "C_Levels_*" arrays. My bad. If you want to add difficulty levels, you need to add elements in these arrays as well.
luftisbollentm2 wrote:
// Waves parameters
what is deltatime mean ?
#Const C_BotsSpawnDeltaTime 100 //(500)
When a wave of bots is spawned, the second bot of the wave will be spawned C_BotsSpawnDeltaTime ms after the first one (and the third bot C_BotsSpawnDeltaTime ms after the second one, etc...).
luftisbollentm2 wrote:
And how do i get the storm man instead of the toad, (change model) //where to put the 0 to get storm man ?
Just pass NullId (instead of ModelId in the Horde script) as the first argument of the CreateBotPlayer function.
luftisbollentm2 wrote:
can i change weapons on the bot ? where / how.
Same way you would do for a human player : use the SetPlayerWeapon function. For instance :
Code: Select all
declare BotPlayer = CreateBotPlayer(NullId, 2, 100, Spawn, Now); // It will be a StormMan, not a toad
SetPlayerWeapon(BotPlayer, CSmMode::EWeapon::Laser, True); // He will have Laser
luftisbollentm2 wrote:
what is the diffrence between those ?
***************************************************************************
#Const C_BotShootPeriodMin 600 //600 = 1 sec
#Const C_BotShootPeriodMax 1200 //600 = 1 sec
***************************************************************************
#Const C_BotShootPeriodMin 1200 //600 = 1 sec
#Const C_BotShootPeriodMax 600 //600 = 1 sec
The first one is the correct way, the "Min" value needs to be inferior or equal to the "Max" value (otherwise the bot doesn't shoot).
Re: How to use bots in your title packs
Posted: 29 Apr 2013, 12:09
by steeffeen
Kak0 wrote:It's just that i forgot a test in the script, the MaxDifficulty should be inferior or equal to the number of elements in the "C_Levels_*" arrays. My bad.
you don't have to worry if you ask me, Horde is just a test script, right? and if someone does modifications he needs to know what he does, that's all
Re: How to use bots in your title packs
Posted: 29 Apr 2013, 16:17
by luftisbollentm2
wow, thx alot Kak0, i don´t know much about script but i think i can handle that^^.
Reason to include script in map is so no one can cheat on a map "that is validated ofc" and
change the value to anything else.
3 question,
Is it possible to include the script in the map file

"If so, you should include the files in the next update !"
can i create 2 team of bots ? (so they fight agains each other

)
and what is the code for the arrows ?
Re: How to use bots in your title packs
Posted: 29 Apr 2013, 17:20
by Kak0
luftisbollentm2 wrote:
Reason to include script in map is so no one can cheat on a map "that is validated ofc" and
change the value to anything else.
3 question,
Is it possible to include the script in the map file

"If so, you should include the files in the next update !"
I don't understand what you mean.
luftisbollentm2 wrote:
can i create 2 team of bots ? (so they fight agains each other

)
The second argument of the CreateBotPlayer function is the clan. 1 is for Blue, 2 is for Red.
luftisbollentm2 wrote:
and what is the code for the arrows ?
Code: Select all
SetPlayerWeapon(BotPlayer, CSmMode::EWeapon::Arrow, True);
The boolean argument stands for the automatic weapon switch (i.e. nucleus underground, laser on pads). If you don't want your player to lose the arrow while underground or on a laser pad, set it to False.
faserg1 wrote:
Question to NADEO: Does my suggestion is imposible to realise in ManiaPlanet?
It's not that what you suggest is impossible, it's just that we are doing things step by step. The editor's features should evolve with two main goals : being user-friendly and giving good possibilities to modders and mappers. We take their feedbacks (including yours) into account, to know what they need or what could be better, and then we will think about a good way to achieve those two goals.