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Re: How to use bots in your title packs
Posted: 01 May 2013, 14:21
by luftisbollentm2
Thx for watching....
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.
i wrote this on page 8, also sometimes the kill +1 don´t show ?
newer tought about report as a bug becouse i thought this was about the toads

maybe someone can do that
Btw: Did you understand / hear my english ?

on a Scale 1 - 5 ?
Re: How to use bots in your title packs
Posted: 01 May 2013, 14:28
by TMarc
You can report the bug, you have found it after all
unless it is something that can be done in the script.
Except the bad quality of the microphone, you were speaking good, please don't worry

Re: How to use bots in your title packs
Posted: 02 May 2013, 10:35
by Kak0
luftisbollentm2 wrote:Thx for watching....
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.
i wrote this on page 8, also sometimes the kill +1 don´t show ?
newer tought about report as a bug becouse i thought this was about the toads

maybe someone can do that
Btw: Did you understand / hear my english ?

on a Scale 1 - 5 ?
I think both these bugs are related to one fact : when a bot has to be respawned, it currently has to be destroyed and created again, because you couldn't use the SpawnPlayer function with a BotPath. When it is destroyed, the game loses the informations about the bot, it doesn't exist anymore, which might explain these behaviours. You can also notice that the bot disappears without the unspawn animation, well, the cause is the same. The next update will enable you to handle the bot's respawn properly.
Re: How to use bots in your title packs
Posted: 02 May 2013, 19:57
by luftisbollentm2
great news
Btw: is it possible to add "miss distance" (3 mm) (for the laser)
can you add stormman as a item ?
how do i add support for 2 models with diffrent settings ?
// In Horde we want all the bots on one side and all players on the other
The -path toad- shoot the other toads where/what is the parameter on the other toads, can i change them ?
Don´t seems like they have same settings, or are there any idea behing the singel toads ? 0.5 meter i think the shoot distance are. (half block) so now i understand why they don´t fire sometimes

(should atleast be 10 meter)
anyway i posted the bug here
http://forum.maniaplanet.com/viewtopic. ... 68&t=19189
Re: How to use bots in your title packs
Posted: 16 May 2013, 18:58
by Kak0
Here's a detailed changelog about the bots for today's update :
Script API :
- Before, when you wanted to respawn a bot, you had to destroy it and create it back. You can now respawn a bot like you would respawn a human player, with the function SpawnBotPlayer. This function takes the same arguments as SpawnPlayer, except that the Player has to be a bot and the spawn location doesn't have to be a CSmBlockSpawn, it can be any CSmScriptLandmark (including CSmScriptBotPath). Please note that you still have to call CreateBotPlayer for the first spawn, and you still need to destroy a bot when you don't use it anymore.
- Fixed some issues that could occure while changing the Behaviour of the bot.
- Fixed the bug that made rockets disappear when the bot who shot them was destroyed (should fix the bug of the non-appearing +1 as well)
- Fixed some issues that could occure when a bot was in Patrol mode and was returning to its Path
- New variable Path in CSmScriptBotPath, to access the points defined in the map editor (read-only)
- New variable IsStuck in the Driver, to know if the bot can't move (this variable is True when the bot didn't move for 1 sec or more, when he is supposed to move)
- New API to control the bot entirely with the script. The corresponding Behaviour enum is called Scripted. Here's the list of available functions:
- ScriptedBot_Move(CSmPlayer Bot, Vec3 Position) : Moves the bot to the given position
- ScriptedBot_MoveDelta(CSmPlayer Bot, Vec3 Delta) : Same as the previous function, but with a position depending on the current position
- ScriptedBot_Aim(CSmPlayer Bot, Vec3 Position) : Aims at the given position
- ScriptedBot_AimDelta(CSmPlayer Bot, Real DYaw, Real DPitch) : Turns the bot's aim with the given angles
- ScriptedBot_MoveAndAim(CSmPlayer Bot, Vec3 Position) : Same as calling ScriptedBot_Move followed by ScriptedBot_Aim
- ScriptedBot_RequestAction(CSmPlayer Bot) : Makes the bot use its current action (right click)
- ScriptedBot_RequestGunTrigger(CSmPlayer Bot) : Makes the bot fire
- Boolean variable ScriptedBot_ForceAimInMoveDir in the Driver : Forces the bot to aim in the direction he is moving (just as he does when he is in a predefined mode). False by default.
Re: How to use bots in your title packs
Posted: 16 May 2013, 19:20
by faserg1
Good! I waiting for events like see player or something.
Can I create a special standalone bot script that don't in Mode script but can connected to mode like module?
Re: How to use bots in your title packs
Posted: 17 May 2013, 10:19
by Kak0
faserg1 wrote:Can I create a special standalone bot script that don't in Mode script but can connected to mode like module?
I am not sure to understand. You can do a
library by writing your functions in a separate
.Script.txt file, and then
including this file in your mode's script with a directive such as :
Code: Select all
#Include "Libs/Path/to/MyLib.Script.txt" as MyLib
You would then call a function of this lib with something like :
Is this what you want ?
Re: How to use bots in your title packs
Posted: 17 May 2013, 11:21
by faserg1
No, I want create a special bot pack, that have special script for itself. Standalone AI core.
Re: How to use bots in your title packs
Posted: 20 May 2013, 14:00
by faserg1
Re: How to use bots in your title packs
Posted: 22 May 2013, 18:26
by Kak0
And here are the changes for today's updates. Only fixes, no new feature.
Script API :
- Crashfix : Game could crash when the bot engaged an enemy while not moving
- Crashfix : Restarting server (Del) while bots were being destructed resulted in a crash
- Crashfix : ForcedTarget could contain an invalid pointer
- Bugfix : when a bot's AmmoGain variable was not set in the script, it took a random value (which could lead to the bot running quickly out of ammo or having infinite ammo)
- Bugfix : the bot could sometimes run in circle while trying to reach a point
- Bugfix : the bot could sometimes ignore targets
- Bugfix : there were several issues when using the Patrol behaviour with a one-point Path
- Bugfix : in Patrol behaviour, BackAndForth mode, the bot could go in the wrong direction when disengaging