how do the bot commands work

Discussion in 'Support' started by TheAmethystDuke, Aug 28, 2009.

  1. TheAmethystDuke

    TheAmethystDuke Member

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    How do I add and nf/imp bot to the game?(make them spawn).

    I would be very greatfull if anyone could help me with that, :pathetic:
     
  2. Empty

    Empty Member

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    bot_add_imp
    bot_add_nf

    You could have figured that out yourself.
     
  3. TheAmethystDuke

    TheAmethystDuke Member

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    Doah.

    Thats what I said, but how do I move them, like say, move them to my location. They seem to spawn somewhere on an unkown location off the map, somewhere in the skybox.
     
  4. Empty

    Empty Member

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    They spawn at a random spawn point on the map. They ignore flag capture states.
     
  5. TheAmethystDuke

    TheAmethystDuke Member

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    So I first need to capture a flag and then the bot will spawn O.o?
     
  6. Empty

    Empty Member

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    No.
    They spawn at a random flag/rax no matter what. They will only spawn in friendly raxes though.
     
  7. Brutos

    Brutos Administrator Staff Member Moderator

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    they spawn on the first spawnpoint one team has. Also the best way to move them is with bot_mimic 1 they will copy everything you do.
     
  8. Empty

    Empty Member

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    No they don't Brutos, on District they spawn at NFs bleed on either side.
     
  9. TheAmethystDuke

    TheAmethystDuke Member

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    Do NF bots attack BE and Visa Versa?
     
  10. Empty

    Empty Member

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    They have only random AI (they press random keys)
     
  11. MOOtant

    MOOtant Member

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    They don't do anything useful except replicating player's commands when bot_mimic = 1.
     
  12. TheAmethystDuke

    TheAmethystDuke Member

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    Where are the bot scripts located?
     
  13. Metal Smith

    Metal Smith Member

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    they aren't. It's hard coded. If you want to rewrite some bot code, download the source sdk and get the base code and see if you can't figure it out ^_^

    if you want to see some funny stuff, you can get bots into tanks by making them run into it and then press E with mimic, then turn mimic off. They are rather fun to watch drive around.
     
  14. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    that sounds hilarious
     
  15. Firedrill

    Firedrill Member

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    so why cant we make the levels and bots like counterstrike ones? i mean i never botherd but you can "paint" the textures of a map and lable them as cover, passable terrain, impassible, so on and so fourth, all that good stuff youd find in a nav file?
     
  16. flasche

    flasche Member Staff Member Moderator

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    what for? Oo

    i dont want to play against bots ... bots either hit pinpoint accurate or behave fucking stupid and hit nothing. very little room in between ...
     
  17. ScardyBob

    ScardyBob Member

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    1. For training newbs
    2. For populating servers

    I think bots would be highly useful in Empires, particularly for increasing the playerbase.
     
  18. flasche

    flasche Member Staff Member Moderator

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    if i notice bots on a server you can be sure i switch to another one ...

    i run windows, thats enough fighting against my computer already :p :headshot:
     
  19. TheAmethystDuke

    TheAmethystDuke Member

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    I would love a game type were it is 64 players versus 64 comps with planes and vehicles and a intelligent computer commander.

    That would be beyond awesomeness it's self.
     
  20. flasche

    flasche Member Staff Member Moderator

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    what challenge would that be?

    the commander wouldnt be very "intelligent" unless you know some uberintelligent AI programmer. look at comercial RTS games. the base building often is not even close to logical and they pay AI-developers. most AI in RTS games just stand a chance because it has an unfair resource advantage or gets free units and research. in FPS AI is either totaly stupid and stand no chance (which can be fun like in L4D) or its totaly stupid but has a godlike aim (play q3 on hardcore).

    AI still fails, tho it got way better over the years ...
     
    Last edited: Sep 3, 2009

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