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at [ROOT]/includes/functions.php:3897) [phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4787: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3897) TribalOutpost.com Forums • View topic - Slapdash BOTS 1.1 and ?'s for Lagg Alot
Whoa ! ReconSDog gotta lot going on there ! before i read the last mission you were doing i was thinking damn you must really like CTF in T2. but then i seen Alcatraz !!
i understand what youre saying about "wrapping youre head up in it" :-)
i might simply take the "3 button" approach to redoing the bot files just so that i can play with a sprinkle of Lagg bots. its not the full blown Lagg implementation but it would be fine for my little Lan. but obviously youre doing good, seems like im gonna have to try SlapDash again and start liking T2 CTF :-)
i seen Tribes2maps map of the week the week before was TronCTF. that one seemed interesting. You have enough going on. that was not a request.
question about the "3 button" approach to redoing the bot files [ as used by KlumsyBot for his Bot.Vl2 versions, great Btw].
1. i first need to extract the missions.vl2.
2. delete the .NAV's from terrains
3. add Lagg's "code" to the bottom of .MIS in notepad
4. Load map without bots enabled.
5. ALT+E
6. AI EDITOR
7. Click the 3 buttons starting with the first one from the top in the AI Editor
is this the simple way ?
i know i wont have bots deploying objects. or obviously bots zipping around in vehicles :-)
but they will NAV better, i know this cause i reNav'd Centaur with the same approach.
OT/BUG REPORT ! :
when a bot buys a Shrike shoot the vehicle while its unattended, when the bots gets teleported to the vehicle, youll be the one he wants to kill !!
HEHEHEHEHEHEHE!!
is this a known bug ?
this shows you not to F*%$ with bots when they have a objective in their MEM Cache :-P hehe'
its hilarious.
I was just playing and I found a bug on team one they can't deploy one of the remote inventory stations. Gonna have to fix that.
The 3 button approach is good i've done it on so many map's i've lost count. I have however been thru 2 PC's and several computer crashes so i've lost a lot of my past work's. I am starting over again so be on the look out. I like playing all the different gametype's and plan to keep going with all of them. Allthough Rabbit does get a little boring after a while.
Your 7 step's you posted Bot Maniac is the way to go to enable Lagg's bots. They work just fine like that. I'm still learning what all Lagg has done so I don't know everything yet either, but we are learning. This is pretty much how I do it though i have it set up a little different but ya that's pretty much the way to go. Keep reading his tutorial. I go over it several time's while i'm adding Lagg's bots. I still haven't messed with the vehicle script's but i'll get to it. I want the bots to do everything in my re-released maps. I've gotten all the tribes2maps.com maps of the week's saved and i'll get to them. I'll be working on CTF and Seige map's since those seem to be everyone's favorite's.
ReconSDog : if you have any other missions with bot files compiled alittle to that 7 step standard post them !!
if you think there are any more "simple" steps you can add, then add them please.
im still at the "introduction" level of learning this :-o
you guys leaving me in the dust. woosh.
i first learned of bot voice commands from MagicFire's Sig, and now Lagg includes alittle more info in his tutorial , Nice :-)
i asked for a bomberdier, it took ahwile but he finally jumped in. but he didnt bomb anything. i guess that info needs to be in the .MIS or maybe the bot needs a target ?no biggie.
another random T2 Bot Rant :
i think im ready to test 32+ Bots.
i successfully defended Centaur SE with 2 teammates against 31 bots.
me and my friend like playing against that Ratio. hehe.
I've played ur old Slapdash BOTS an found several things to fix.
1: 3 or more heavy bots stand to the right of the enemies teams flag, while 1 will mortar/missile either the turret or sensor the others will do nothing.
2: 1 bot stands near the left side sensor on the steap hill side mortaring the side of the hill, it would be better to remove the mortar objective an use the missile objective instead.
I've been redoing my map an tring to get the bots to do the best job they can an here's something I did.
1: Remove the mortar objective to anything up high an use the missile objective instead. This frees up bots.
2: Found bots can't, wont or have a hard time fixing anything up high on a platform, a quick fix I found is to make the platform the sensor or turrets on smaller, lenght x width, so the bot can reach it better. It seam the bots have a hard time negotiating the large platform. Also raising the weight to fix things helps also, using LightRepairSet instead of MediumRepairSet gives the bots a better chance to fix things.
3: I've redone Dangerous Crossing taking out the SentryTurret, it just screws up the bots an slows down the game. As Lagg said b4, bots have a hard time with SentryTurret, Bots in Dangerous Crossing assigned to destroy the SentryTurret fail all the time an litter the playing field.
4: Place Repair Pack in easy to find places for the bots.
Here's 1 way to have bots deploy things.
Enter the game, with no bots, an deploy things you'd like bots to deploy. This makes sure bots can deploy there. Place the Y axis, from center to end, pointing in the direction you want the bots to deploy.
Go into editor mode an start placing the the deployables were u placed them, clean up mission garbage, save.
Cool, thanks for the tip's Go4it. I think the reason those heaivies are standing around is i forgot to delete the mortar and missile objective's on the sentry turret's. I'll go into it and fix those. Thanks for the feedback.
*note* I emailed Panama Jack a while back hoping he could help me to make a script that would keep track of what the bot's accomplish during a game. So as to better be able to see what they are doing and what they have problem's doing but I haven't heard anything back from him. I may just try making it on my own.
I actually had the bot's repairing everything on a newer SlapdashBOTS i just hadn't uploaded it yet. With Lagg's new script's you just move around the repair objective's to a spot they can reach and they'll repair.
I meant to take out the ter file guess i forgot it.
I was trying to keep the map as original as possible, but that's ok no biggee. That's why i was waiting to move platform's and such as a last resort in case I couldn't get stuff going right, no biggee there either.
MY SNIPER BOTS!!!!!!!!!!NOOOOOOOOOO!!!!!!!!! I LOVE THOSE!!!!!!!!!!!AAAAHHHHHHHHHH!!!!!!!!!
They rawk dude!!!
I got that idea from Lagg's tutorial. I spent a lot of time getting them placed just right.
Actually i had them their as a dual purpose role. They provided base support and they could draw a bead on enemy mortar and missile bot's. They would snipe them and kinda speed up the process of the enemies mortar and missile task's. Oh well no biggee.
The sentry turret's, I was just toying with the idea of taking them out today. In one version i had them in in another I had them out. Still kinda messing with that idea.
I think the reason some bot's were standing around is I accidently had more than one destoy v-pad and MPB teleporter objective's. I think the bot's were getting confused there. I have a version of T2 set up with a modded version of Lagg's script's. This is what I map with. I then test on a different version of T2 that is modded only to have more Bot's in it. A 32 bot game. Were you testing with 16 bot's? I guess I didn't post that that was how I was testing, my bad.
Well thanks for the help Go4it. I just downloaded what you posted I'll check it out dude. Thx again.
Hey just a quick note. I downloaded and was testing the Slapdash BOTS version I posted in this thread when I started it ,and the bot's repair everything. Including the sentry turret's.
This is without moving anything except the objective marker's them selves, (*Gray Diamonds*)
They repair everything on both team's. Now I was just playing it in a 32 bot game. So maybe in a 16 bot game they don't get around to doing everything due to all of what's going on in a 16 bot game. There is only 8 bot's on a team then so maybe that's why. I base raped both bases and then watched the bot's repair all their base equipment including sentry turret's. I didn't notice any problem's. Again this was in a 32 bot game test.
I did notice that team 1 (Blood Eagle) has trouble deploying an Inv station and they seem to get hung up on the second one they deploy on team 1 (Blood Eagle team). I think that is causing problem's for when they try to get los on thier objective's from where that 2nd inv station is on the enimies side of the map. I'll mess with this tomorrow and see about moving both of the remote inv stations.
I still need to look at your version Go4it. What I may do is post your's and mine and call the one you did for 16 bot game's. Sound cool to you dude?