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[DEV] G2O Bot module - Printable Version

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RE: [DEV] G2O Bot module - Sative - 06.01.2016

First post updated, please download latest version.


RE: [DEV] G2O Bot module - Galin - 06.01.2016

I have a question about hitPlayer in CBot file. If i use this, my character should lose health? Or it is just for blood and sound of hit.
Currently my hero dosen't lose hp and i don't know it is a bug of feature Big Grin(tested on your gamemode). For me it's better like it is now, because i need write my own battle system, but i just need to know.


RE: [DEV] G2O Bot module - Quarchodron - 06.01.2016

I alredy report this problem.


RE: [DEV] G2O Bot module - Sative - 06.01.2016

Lol, it was working in previous release of G2O. I tested it with Nubzior . Bimbol Come here Big Grin


RE: [DEV] G2O Bot module - Bimbol - 06.01.2016

Eem I blocked unsynchronized damage Big Grin


RE: [DEV] G2O Bot module - Galin - 06.01.2016

Next bug or feature:
If we set on bot 0 health, then he will still stand, and we can launch other animations (of course we can use callback to start animation of death);


RE: [DEV] G2O Bot module - HammelGammel - 09.01.2016

When going near a skeleton or orc, he will keep trying to unsheath his weapon (He'll keep repeating the unsheath-animation without actually ever unsheathing the weapon). Is this somehow intended? I really can't imagine it Big Grin

Also a few things that could be improved:

- I know it's a bug currently that hitPlayer doesn't add damage to the player, but it would be really useful if it could stay this way but there was an additional function to actually calculate the damage, so if you wanted you could write your own damage calculation but still have the fancy hit-effects. So you'd have hitPlayer() and hitPlayerEffect().

- I don't think there's something like a hitBot()-function, is there? It would be extremely useful to have this function but don't have it called automatically (If that's even doable) so you would manually call it from Bot.onDamage. However, some form of a hitBot-function would really be needed for bots fighting each other so you'd still have the same damage-calculation that is used for players and have the nice effects. And the same as above having two seperate functions for it would be very useful.

And spaces in the names, but according to the OP, that's a bug. Just wanted to point out though that it'd be nice to have this fixed Smile

Other than that and the animation-looping: Works great, thanks!

Or in other words:

[Image: b9a2557e40.jpg]


RE: [DEV] G2O Bot module - Seq - 10.01.2016

I'd rather suggest that hitPlayer() receives an optional parameter for a calculation function reference.

In GMPA there are these SetTimer functions, where you specify the name of a timer function using a string parameter. This principle could also be applied here.
If the optional parameter is specified the selfmade calculation function will be called. If it isn't specified it falls back to Gothic's original calculation or doesn't calculate anything at all.


RE: [DEV] G2O Bot module - Sative - 10.01.2016

hitPlayer should work in next release, read our posts.. Spaces in names maybe never will be fixed, but you can use ** char instead of space, ex. Young**wolf.


RE: [DEV] G2O Bot module - Bimbol - 10.01.2016

(10.01.2016, 02:05)Seq Wrote: In GMPA there are these SetTimer functions, where you specify the name of a timer function using a string parameter. This principle could also be applied here.

Read wiki: http://gothic-online.com.pl/wiki/index.php?title=SetTimer
We using better solution with address to function. So timer, can be used even with class method Tongue