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View Full Version : bots and jetpacks : 1st test


Tchouky
09-04-2002, 07:55 PM
kinda impressive in fact.

my simple test was to create a cvar that would give one bot the flag EF_JETPACK. (and set the cvar back to 0 so we don't have flags problems, reseted every frames.)

the bots don't act like dumbass when in jetpack.

the bots runs normally in the level. and when he is jumping
or falling => he flies but wants to continue it's usual way.
he doesn't know how to get back on earth (crouching).
and just continue flying (but slowly cause he is not thrusting).

i think we could create a new bot routes for jetpack and when the bots want to use the jet pack then uses these waypoints.

we could tell the bots to use the jetpack when there is noone around or if an oponent is flying too.

and we should teach the bot to deactivate the jetpack and to crouch for going down.

i'm going to do some more tests and if it's not too bad maybe post a demo .


any suggestions ?

keo718
09-04-2002, 08:14 PM
Heh, I knew you'd figure it out. Not a suggestion but a question. In order to have Jetpacks working with bots, Will we have to make new bot waypoints for current maps?

Tchouky
09-04-2002, 08:22 PM
if we want something good ,yes
if you want the bot to use it corectly :
like flying to get to a upper place then yes !

if you just want a bot who runs and navigatye normally and just flies for a fight or just flying after you then no !

keo718
09-04-2002, 08:27 PM
Thats good enough for me. I have no problem with editing the bot waypoints.

Tchouky
09-04-2002, 08:32 PM
creating the waypoints is a problem ,but coding the new navigation system is an other one :)

Tchouky
09-04-2002, 08:37 PM
do you want to test it keo718 ?

i can send you the small modifyed jetpackmod
(well modifyed is a BIG word i allmost didn't change anything)

keo718
09-04-2002, 08:39 PM
creating the waypoints is a problem
How so?

do you want to test it keo718 ?
Heck Yeah.

Tchouky
09-04-2002, 08:48 PM
here it is ...
http://mbalch.free.fr/WIP/jetpack.zip
you can watch a demo i've done.

jango's animations screwed up in the end but .....

when you create a gamle add only ONE bot

then type in the console tck_jet 1
only once too
and then go fight the bot and when you re near him jump :)

keo718
09-04-2002, 08:53 PM
Cool. I'm going to test it now. Thanks.

keo718
09-04-2002, 09:12 PM
Yup, it sure does work. Its a beautiful thing to see too. You know whats funny? When you use it in a map that does not have botroutes, the bots seem to use it more aggressively! Its kind of fun actually. Excellent work.

Azymn
09-04-2002, 11:03 PM
Cool demo Tchouky.

I can add some code to make the bots land based on their fuel supply (forceMeter), the trickier part will be to tell them when to turn the packs back on... I'm glad it worked like it did.

nomad
09-04-2002, 11:31 PM
Hey tchouky, it's great to see you back and messing around with the code! :)

Sounds really good for a start. If you can eventually get them to turn it on and off using some form of logic, then of course that would be phenominal, but just getting them to crouch/land will be great indeed.

best of luck

-nomad

MTFBWY

kylekatarn2500
09-05-2002, 03:36 AM
i think, you should make the new botroutes for the basic levels of jk II and some populair and current maps, which would be nice for jetpacks.

Maybe the famous Episode I-Level, it is a big level with big rooms!!!

Or the Salacc-Pit, Jabbas Palace wouldn't be so useful, maybe only the big hangar of Jabbas Palace.

But in the level, there have not to be everywhere such a bot-jetpack route!!!
Only in big and high rooms and places, in small rooms of a level it wouldn't be useful!!!

The Eternal
09-05-2002, 11:44 AM
Hi,

good stuff ;) i would've written some bot routines for my jetpack code if i had the time, but unfortunately i don't really have any ;)

also i could do some suggestions...


Trace ahead, meaning trace the bot movement to where he's (roughly) gonna be in a few seconds and see if it's in something dangerous, (slime, pit o doom whatever ;)) if he is, simply turn on the bots jetpack movement.

Check the enemy position, if it's > * units away, try to get there using the jetpack, jetpack code can simply be. look at enemy, fire jetpack and move forward until some solid is hit (then try to find a way around it using routes or whatever)

check if the enemy position is < * units (AND not dropping radically (falling to his doom perhaps? ;)) and do the same

Hope this helps your work a little ;) if you have any other questions you can always post them on the team assault forum or someting :P

Good luck with the code,
The Eternal

rut-wa jodar
09-05-2002, 01:59 PM
Originally posted by Tchouky
here it is ...
http://mbalch.free.fr/WIP/jetpack.zip
you can watch a demo i've done.

jango's animations screwed up in the end but .....

when you create a gamle add only ONE bot

then type in the console tck_jet 1
only once too
and then go fight the bot and when you re near him jump :)

Tchouky !! Good to see you back on the forums M8 !!!

The creative genius of you, Dest, Keo718, darth syrup & others have made some masterpieces that Raven would be proud of.

The mods you guys have done have taken Jedi outcast gameplay to another level. Keep up the good work guys :thumbs1:

Btw ! nice job on bots with jetpacks

keo718
09-05-2002, 02:21 PM
Thanks man. Don't forget Darth Syrup! He created the wonderful ForceMod.

Azymn
09-05-2002, 07:26 PM
In addition to Tchouky's testing, I also just got the bots to use jetpacks:

I fought Jango Fett in the NarShadda map, and i'd push him off a platform and his pack would pick him up, and bring him back to the platform. When i pulled him off, he staggered in the air and then promptly flew up at me, attacking the whole time!

It'll be in the ForceMod 2.0 beta, with the same restrictions on which bots can wear the pack as players had in ForceMod 1.0.

Thanks for the help, Tchouky - i probably wouldn't have tried to add packs to the bots for awhile without seeing your demo and seeing how well they handle it.

rut-wa jodar
09-06-2002, 03:10 AM
Originally posted by Darth_Syrup
In addition to Tchouky's testing, I also just got the bots to use jetpacks:

I fought Jango Fett in the NarShadda map, and i'd push him off a platform and his pack would pick him up, and bring him back to the platform. When i pulled him off, he staggered in the air and then promptly flew up at me, attacking the whole time!

It'll be in the ForceMod 2.0 beta, with the same restrictions on which bots can wear the pack as players had in ForceMod 1.0.

Thanks for the help, Tchouky - i probably wouldn't have tried to add packs to the bots for awhile without seeing your demo and seeing how well they handle it.





That`s great to hear ! could you give us any idea when 2.0 could be finished ?

BTW ! I think a site should be set up so people could send you guys a small donation for all the hard work you all have put in to make these mods. Thanx guys for keeping JO alive :thumbs1:

Azymn
09-06-2002, 03:32 AM
Could you give us any idea when 2.0 could be finished ?

Hopefully within a month or three. I'm adding a few more things that might take awhile.

BTW ! I think a site should be set up so people could send you guys a small donation for all the hard work you all have put in to make these mods.

LOL, that would be nice wouldn't it? Unfortunately it's not quite legal to receive compensation for doing this stuff. It's a nice thought, though!

Padawan_7
09-06-2002, 10:34 AM
If I may ask, what's the few more things that you are trying to add Darth_Syrup????

Azymn
09-06-2002, 11:35 AM
A few more things?

Well...the menu is getting a little boost.

And the emphasis in version 2.0 is the mercs, you could almost call it "MercMod".

Of course, the Jedi will get some additions, but the focus is on making the mercs funner to play, and more accessible, and beefing up the Jedi in parallel so the battles will be more intense, with quick kills.

It's not a huge overhaul, just an enhancement.

Oh...and i'll be fixing any bugs/imbalances that are brought to my attention (i have a small list already)

Padawan_7
09-06-2002, 12:41 PM
Cool! :D

lionknight
09-09-2002, 01:18 PM
Great job on the force mod by far the funnest mod to play with both merc and jedi's. Will force mod 2.0 have the enhanced grapple hook?

Azymn
09-09-2002, 06:29 PM
Will force mod 2.0 have the enhanced grapple hook?

Not the Star Wars: Team Assault grapple, that is reserved for their mod. But the grapple will likely be changed/modified in some way.

lionknight
09-09-2002, 07:54 PM
If it is at all modified like your (darth syrup) jetpack then we are in for a pleasant treat. Thanks and good job.
Leoking13@prodigy.net

Azymn
09-09-2002, 08:19 PM
Well, actually, Team Assault (The Eternal and RenegadeOfPhunk) did the jetpack code, i just changed who could use it. :)

lionknight
09-12-2002, 10:38 PM
Are you adding the jetpack.pk3 to the game base or the inside of the force mod file?

Azymn
09-12-2002, 10:58 PM
No, sorry lionknight, the botpacks aren't in beta 1.
They'll be in the next version.

lionknight
09-13-2002, 02:02 AM
Dark syrup I was speaking of tchousky jetpack.pk3. I didn't know if I should extract it to the base or into the force mod. I just wanted to test the same thing you tested. Thanks

Azymn
09-13-2002, 02:33 AM
:) Oh, just throw it into base if it's just a temporary test.

I never actually tried Tchouky's jetpack.pk3 - remember you have to use cvars to activate the bot's jetpack

lionknight
09-13-2002, 02:20 PM
May I ask what you changed in the cvr to get the bot to use the jetpack? I already tried tchousky jetpack.pk3 and it's pretty cool but I would like to test it in your mod. Since it is the one I play the most. If you do not want to release this info yet because you want to save it for the force mod beta 2.0. I can respect that and thanks anyhow. P.s. on another note from a previous post if you do change the f_moddismember from 0 it does seem like it screws up the dissmemberment. I set it back to 0 and now it works perfect . Thanks again.

Azymn
09-13-2002, 03:19 PM
May I ask what you changed in the cvr to get the bot to use the jetpack?
Well, i added a couple ways you can give them packs.

I got your email, so you can edit it out now.

I'll be sure to send you a beta of v2 when i get more done on it :)

lionknight
09-13-2002, 03:48 PM
Thanks, looking foward to it.