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[DEV] G2O Bot module - Printable Version +- Gothic Online Forums (https://archive.gothic-online.com) +-- Forum: Scripting (English) (https://archive.gothic-online.com/forum-11.html) +--- Forum: Resources (https://archive.gothic-online.com/forum-14.html) +---- Forum: Modules (https://archive.gothic-online.com/forum-32.html) +---- Thread: [DEV] G2O Bot module (/thread-213.html) |
RE: [DEV] G2O Bot module - Galin - 12.01.2016 If onHit returns 1 in client scripts(players immortal), then bots don't get damage too (_onBotDamage isn't called on server side) Need it to create my own battle system Edit: ok, i just can check Code: if(playerdID >= 0) return 1 RE: [DEV] G2O Bot module - HammelGammel - 14.01.2016 A few more things I have noticed: Using setTime will make the bots disappear until running away for a bit and coming back. The bots seem to have some parts of their singleplayer-AI left, but in a really bad way. Orcs and skeletons constantly try to unsheath their weapons, as written before, or sometimes use the taunt-animation or some idle-animations, but when using setWeaponMode everything gets much worse. With unsheathed weapon, they constantly try to run forwards or sometimes strafe, which makes it very difficult to keep them at a certain distance. This is a really big deal unfortunately D: Also parrying works for every enemy, but doesn't have the nice hit-sound. There should be a way to control which bot's attack can be parried (Maybe as parameter for hitPlayer), and it would be useful if hitPlayer returned true when the player was actually hit. RE: [DEV] G2O Bot module - WiteXDan - 31.01.2016 What are .nud and .nuc files? Compiled source codes so nobody can "steal" them? RE: [DEV] G2O Bot module - Bimbol - 31.01.2016 (31.01.2016, 11:52)WiteXDan Wrote: What are .nud and .nuc files? Compiled source codes so nobody can "steal" them? nud - external module written in C++ nuc - compiled script RE: [DEV] G2O Bot module - HammelGammel - 20.02.2016 A few more things: First of all there is a problem with the position-synchronization. When a player with a high ping synchronizes the position of the bot, the bot will lag behind, but everything is fine when a player with a low ping synchronizes the position, including for the players with a higher ping, which means that it isn't just lagg. This is what I think is happening: The player with the high ping sends the bot-position to the server. Let's assume this takes 80 ms. The server then uses those numbers to update the position of the bot on all clients, including the client that did the update. What does this mean? The position gets sent back to the update-client, which means that after every positionupdate, the position of the bot will be reset back by the distance the bot walks in ping*2 ms. If I'm correct, the obvious solution would be to exclude the "updateplayer" from the synchronization, which quite frankly is useless anyway, because his numbers are the ones that are being synchronized. This is a big problem currently ![]() Animations are still a little weird. m_Animation contains the animation that I play with playAnimation. Alright, so far so good. But unfortunately it will not update when the stage of the animation changes so to speak, or when the animation finishes. For example: I use the animation "T_STAND_2_SLEEPGROUND". One would assume, that when the stage changes to "S_SLEEPGROUND", m_Animation would now be "S_SLEEPGROUND". It's still "T_STAND_2_SLEEPGROUND" though. This also means that the bots will, wenn walking away from them until they are out of sight and approaching them again, play "T_STAND_2_SLEEPGROUND" again, not "S_SLEEPGROUND". So when I let a bot use the sleep-animation, instead of lying on the bed, when I approach him again, he will be using the lie-down-animation. Also very noticeable with the dying-animation. I'm sure I could fix that manually by just setting m_Animation myself, but that isn't the point of this. This is generally a big problem currently. I can't properly check whether or not an animation has finished, since m_Animation will never change until I manually call playAnimation. Would be awesome, if this could be fixed ![]() I'm pretty sure a lot of crashes are related to the bots. Of course I can't tell if it's directly caused be the botmodule, or if those are G2O-bugs that are just becoming a problem when using bots. One thing I noticed for example is, that attacking skeletons constantly causes crashes. Or just being around bots, teleporting near them, teleporting them near you. There are a lot of crashes at the moment ![]() Setting the time, or the speed of the day/night-cycle, or respawning will make the bots around the player invisible until he walks away for a bit and then returns. Not sure if I can fix this on my end somehow unfortunately. And now a few nice-to-have-things: - Setting the weapontalents of the bots. - Applying overlays to the bots. - Letting the bot use any item. It would be amazing to have bots eat food or use a lute. Would that be possible? - And the things I wrote before. They would still be very nice RE: [DEV] G2O Bot module - Sative - 20.02.2016 Okay, when i find time i will try to add these things and fix something. I must build into module debug informations, so if game will crash, you will see function in bot module where crash is caused, then you can send this information to me ![]() RE: [DEV] G2O Bot module - HammelGammel - 20.02.2016 Thank you very much ![]() RE: [DEV] G2O Bot module - Zmorra - 27.02.2016 Some bots (like dragonsnapper) crash the game. Set botStructure[bid].bot.setHealth(0); crashes the game. RE: [DEV] G2O Bot module - Sative - 01.03.2016 (28.02.2016, 20:05)muu Wrote: Ten napis na środku ekranu jest naprawdę konieczny? Bardzo przeszkadza, może lepiej dać po prostu wiadomość na czacie przy wejściu albo chować go po jakimś czasie. Zrobiłem dla Ciebie boty, Ty dla mnie nie chcesz zostawić jednego głupiego napisu w grze? Cóż za brak kultury. RE: [DEV] G2O Bot module - Sative - 01.03.2016 LITTLE UPDATE ADDED! |