Bots: Aiming

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Bots: Aiming

Postby Qantourisc » Tue Jul 18, 2006 6:30 am

Would any of the dev's mind if i try to change the way bots aim, and thus making them more human ?
But at first glace it looks like i'll need some help locating the right source files (need to add a few variables)
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Postby esteel » Tue Jul 18, 2006 8:31 am

I guess you have already found the sources in the Nexuiz/sources directory. take a look at qcsrc/server/havocbot.qc and hovocbot_roles.qc
Or take a look at Nexuiz/Docs/FAQ.html to find the online source repository.
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Re: Bots: Aiming

Postby obi_wan » Tue Jul 18, 2006 2:20 pm

Qantourisc wrote:Would any of the dev's mind if i try to change the way bots aim, and thus making them more human ?


hehe :) a few days ago i spectated a bot... how funny it is :) sure they don't play like human beings.. they're always watching on walls, never where they go
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Postby Qantourisc » Tue Jul 18, 2006 3:53 pm

Well i don't plan on fixing that :) but currently they use a turn towards player system... I'd like to program a mouse aiming bot :) one that acts normal :)
i COULD also try to fix the wall looking, If i get really board i might even change some stuff :)
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Postby obi_wan » Tue Jul 18, 2006 3:59 pm

i don't know anything about programming such things (mouse aiming)... but i would say Good Luck ;)
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Postby Qantourisc » Tue Jul 18, 2006 5:48 pm

Basicly bots do like this now: wanted angle ? move X degree towards it ... Done ... That's not even NEAR how we work ... (yes i'll be studing the movies i recorded of you :) to see how different peaple use there mouse....)
We can suddenly turn a large amount of degrees into a general direction, and we also have a delay, we don't folow them imediantly , also we tend to overcorrect, or have trouble tracking a player well ...
This if i find the time, and it is easy ... you will find the bots more human when using the machinegun :D
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Postby Qantourisc » Wed Jul 19, 2006 8:28 am

ok i'm doing SOMETHING wrong :) where do i put the folder qcsrc2 so when i change something and 'compile' it it would work ?
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Postby esteel » Wed Jul 19, 2006 8:45 am

Just copy the qcsrc folder into Nexuiz/data. So when you go into Nexuiz/data/qcsrc/server and compile the code with fteqcc it should put progs.dat / lno into ../.. which is Nexuiz/data and things should just work then. Or you can choose every other position you like as long as you move ../../progs.dat into Nexuiz/data. Or maybe even better if you just want to try stuff is: Create a directory Nexuiz/mybots and copy qcsrc into it, compile it and then start Nexuiz like this: nexuiz(.exe / -sdl.exe / -linux.sh) -game mybots
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Postby Qantourisc » Thu Jul 20, 2006 10:45 am

For all I care i'm done with chaning the wya they aim :)
but the old skill levels don't match with the new ...
I could try to make them the same, but the results would not be the same, as differnt skills now matter more or less depening upon the skill level ...
So I need some kind of "standard" to change the campaign settings ...
Who do I adress for this please ?

(What I changed (for the better or the worse))
- bots now have a faster enemy scan rate as the skill goes up, normally this results in problems, but i added a "sticky", that keeps track of a certain enemy ....
- low level bots run a lot less then before
- higher level skills bots (+5) now consider dodging a higer priority
- bots now aim like this: take random offset from the perfect aiming angle, estimate where i would have to move the "mouse", try to move the mouse.

Skill level 0, is my mother playing a fps shooter, skill level 10 is god playing. (Aldo the bots doesn't have the brains of god, in that case it would be unbeatable, now you might be able to kill him once in a while).

EDIT: There is a delay, i manged to delete my code :(
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Postby Gego » Fri Jul 21, 2006 2:59 pm

man.. hope this goes in to the next relise..
by the "looks" of it i think that u maby can make it..
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