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Thread: [WIP] GuiltySpark

  1. #141

    Re: [WIP] GuiltySpark (formerly HaloBot)

    Would depend when you started them both. If you started running them side-by-side they would move together and shoot together until one killed the other. Then one would respawn somewhere and start the "loop" around the map from the nearest marker.
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  2. #142
    chilango Con's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    ^
    this

    If you started them at the same time right beside each other then they would probably fire in unison. However, differences in the graph where they stand would make each bot move differently. That could lead to a few missed shots.
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  3. #143
    Neanderthal Dwood's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    I just thought of ideas for this, and I realized that even though it's designed for MP maps, that doesn't mean it has to be designed for killing other players. Say we could have an ai (theoretically anyway) get into a hog, then wait for a player to come around and jump in. Then that ai would drive the player around depending on whatever gametype it is.
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  4. #144
    chilango Con's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    Certainly. It's as easy as just making an AI text file with that kind of behaviour. I'd have to include a few more data sources and FIDs to get that feasible though.
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  5. #145
    Neanderthal Dwood's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    At the top of the file have some kind of identifier (say a word) that identifies what type of driving it's for... Offensive, Defensive- then per-gametype

    in regular slayer it just drives the path. In Team slayer it waits for an ally unless an enemy is close by in which case it drives the route and attempts to circle around or something. etc etc.
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  6. #146
    chilango Con's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    It's probably easiest to just make a separate AI text file for each gametype or driving style. Remember you will be able to use a >filename.txt line to build AI files out of other AI files so common tasks can be shared.
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  7. #147
    Tick Gate 2014 Donut's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    as i said before, im totally up for testing when the time comes. iv always wanted something like this for hpc.
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  8. #148
    Neanderthal Dwood's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    Quote Originally Posted by Con View Post
    It's probably easiest to just make a separate AI text file for each gametype or driving style. Remember you will be able to use a >filename.txt line to build AI files out of other AI files so common tasks can be shared.
    I haven't used the program so I don't know about the features like that... What happens when the map goes into a rotation and the gametype changes? I assume people will be using these in dedis to make their maps at the top of the lists and all... And second: What happens if a map is loaded and the ai doesn't have a file for the name of it?
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  9. #149
    chilango Con's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    An overview of the AI file language can be found here

    Right now the user has to manually change the AI file if the gametype changes. I hadn't really considered the possibility that people might set this up to keep their dedis higher in the list. Maybe whenever a new game starts it'll check if there is an AI file which can be used for that gametype. Perhaps a special comment at the top of the file with a list of gametype names will mean that the AI file is suitable for those gametypes. I can do something similar with node graphs by filename. If there's no AI file or map available then I guess I'll have it do nothing like an afk player.
    Last edited by Con; January 1st, 2011 at 11:19 PM.
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  10. #150
    chilango Con's Avatar
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    Re: [WIP] GuiltySpark (formerly HaloBot)

    bump!

    I'm going to be holding a private beta soon. If you are interested in testing and/or making node graphs, please shoot me a PM. I'm only going to be accepting people that I know I can trust not to share it. If I don't already know you, then don't bother. The anti-aimbot measures won't be added until after testing is done. I may also put a cap on the number of people who are in the beta.
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