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Forum: All Forums : Quake 4
Category: Q4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: mp bots
cusTom3~rb
General Member
Since: Dec 23, 2006
Posts: 110
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Q4 General
Posted: Thursday, Nov. 24, 2005 03:20 am
i am a decent developer but a pretty n00b gamer so i need help from real gamers :)

i am working on mp bots for quake 4. i would like this thread to be a place for people who like bots telling me what they want out of one.

i am not saying i can implement all requests or any particular request at that. what i am saying is the bots feature list will be greatly influenced by what quake 4 gamers feel is important.

the bot is in the very early stages, right now i am working on the high level design and navigation implementation. i have no idea when it will release.

screenies:

you are familiar with the edge?




yes he understands jump pads ;)




i use the longest day alot for testing the nav code ;)




what is up there? will he know how to get down?



so what should an mp bot do all?
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Jenny~rb
General Member
Since: Dec 23, 2006
Posts: 45
Last: Dec 23, 2006
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Level 2
Category: Q4 General
Posted: Thursday, Nov. 24, 2005 03:33 am
Are you including this in your next patch?

btw.. less people play the custom maps each day, the maps have been improved under the [TMP] mappack. For example, that jumppad to railgun no longer exsists on the edge.

bots should have be able to time both armours and mh and attack them roughly on time.

they should have different dodging depending on your weapon.

they should take safe routes around a map as a good player would do... not just walk across center of map as easy target.

they should be able to use effective sniper spots and wait for attacks at times.

they should use intelligent spam.. to stop enemy following, to block passage, to hurt player taking armour, etc.

they should have multiple options, making them less predictive, more intelligent.
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cusTom3~rb
General Member
Since: Dec 23, 2006
Posts: 110
Last: Dec 23, 2006
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Level 4
Category: Q4 General
Posted: Thursday, Nov. 24, 2005 03:40 am
tough to include in the patch seeing as how i really don't work for raven ( as much as i would like to )

the jump pads ( and all my other navigation extensions ) are processed during map load, and should be able to work with any map ( theoretically ) :cool:

i don't quite understand what you mean, are people playing custom maps more or less, if there is a custom map pack that is very popular ( [TMP] mappack? ) i should be testing with it to make sure it works well with them, do you have a link?

the rest i understand and will definitely consider, thanks!
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cusTom3~rb
General Member
Since: Dec 23, 2006
Posts: 110
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Q4 General
Posted: Thursday, Nov. 24, 2005 04:51 am
so the [TMP] maps work fine, well, just as fine as the retail ones:



thanks for the tip there, it looks like this map pack will be used quite a bit :)

i was thinking too if anyone watches a good demo of a q4 match and would be willing to post a link or pm me one that would be great.
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Babe~rb
General Member
Since: Dec 23, 2006
Posts: 17
Last: Dec 23, 2006
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Level 1
Category: Q4 General
Posted: Thursday, Nov. 24, 2005 05:56 am
Hi CusTom 3. You are my hero. Nice to see you are trying to make some bots for multiplayer. Finally I can have some real fast paced fun then to struggle online with my crappy 56 k connection.

Jenny above put up some very good points.

All I want the bots is that they look like really mean ugly aliens. Adds more fun then bots that look like ordinary human beings. Perhaps I will prefer some real huge bots too as blasting them would be real fun.
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cusTom3~rb
General Member
Since: Dec 23, 2006
Posts: 110
Last: Dec 23, 2006
[view latest posts]
Level 4
Category: Q4 General
Posted: Thursday, Nov. 24, 2005 06:00 am
i know there was some work being done on getting new models into mp over on doom 3 world. i will have to look into how they are doing at some point.

you may have to deal with a goofy looking green duck until someone cooks up a big ugly alien though  :s6:
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rdb1000~rb
General Member
Since: Dec 23, 2006
Posts: 27
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: Q4 General
Posted: Tuesday, Nov. 29, 2005 03:09 am
the bots should be able to time pickups (armor, megahealth) and get there in advance to defend the room before the player gets there.

on the hardest setting it should basically run a route to pick up all the weapons, get every armor and know where the player is at all times, spamming at the player or shooting with aimbot accuracy whenever it does see the player. i think that would be easier to code than something complex.

also in fights it should be able to launch people up into the air with rockets to immobilize them, then finish them off.
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NightHawk0021~rb
General Member
Since: Dec 23, 2006
Posts: 22
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: Q4 General
Posted: Tuesday, Nov. 29, 2005 04:34 am
An adaptatable bot. Meaning the more you kill it the more it starts to move smarter. Example... Novice to Nightmare   =)
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angivdevo~rb
General Member
Since: Dec 23, 2006
Posts: 20
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: Q4 General
Posted: Saturday, Dec. 3, 2005 02:46 am
Hi cusTom3,

Just want to say thanks for your time & help from us out here on the  bot situation :)

Is your bot going to have difficulty settings ( 0-4 )?
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annoyed~rb
General Member
Since: Dec 23, 2006
Posts: 8
Last: Dec 23, 2006
[view latest posts]
Level 0
Category: Q4 General
Posted: Saturday, Dec. 3, 2005 01:50 pm
one that isn't so predictable in its movement. :>
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