27.01.2018, 16:16
Excellent! Now I can oficially start the server !
![[Image: pjDBIfE.gif]](http://i.imgur.com/pjDBIfE.gif)
[0.1.3] [client/server] BotCreator
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27.01.2018, 16:44
I just tested this script. I create a little battle between orks and paladins. Thats fck good guys.
28.01.2018, 03:43
I renamed this module, the Util module and the ItemGroundSpawner module. The scripts.xml have to be imported from a slightly different location now, as is reflected in the installation instructions. Keep that in mind, when updating
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28.01.2018, 22:05
I have one question, Orc is a human or monster?
Please, write here for me how to create an orc. I used setInstance and combinations with BotHuman and BotMonster and it not working :/ In which faction should I place him? ![]()
28.01.2018, 22:22
What isn't working?
I haven't created the animations/ai behaviour for orcs and skeletons yet, creating them as human and then using setInstance() should work decently well though. The instance is called "ORCWARRIOR_ROAM" if I remember correctly. As for their faction, "monster" will probably work well at the moment. That being said, I will write proper classes for orcs and skeletons soon.
28.01.2018, 22:49
Thank you, now it is working well, I wrote incorrect instance name called "orcwarrior".
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28.01.2018, 22:49
Combat still need some tweaking - player still takes damage while parrying, human enemies stay still and attack all the time when player is too close, movement is kinda glitched if you attack the npc while standing very close to him. Also, will you add sounds for npc taking damage?
28.01.2018, 23:13
Parrying is on my todo. While parrying for players really isn't an issue, I'm still not sure whether or not I can think of a reliable mechanism to allow humanoid bots to parry player attacks. Latency makes this pretty difficult. I'll probably add both, when I can figure something out.
Quote:human enemies stay still and attack all the time when player is too closeWhen the player is too close, bots will eventually jump back. Other than that, whether they strafe around you or attack is random, most of the time they will attack though - which is what they should do. How would you rather have them behave? Quote:movement is kinda glitched if you attack the npc while standing very close to himYou will have to explain that in more detail. Quote:Also, will you add sounds for npc taking damage?I use G2O's damage methods, and I do hear sounds when they are attacked by myself or another bot. The only instance where there is no sound is when another player attacks a bot - other players won't hear a sound. If that's an issue, I can probably figure out a solution. Ideally, create detailed issues here. That makes things easier: https://gitlab.com/HammelGammel/G2O_Modu...tor/issues
Is there any limit for the bots? I am trying to add more than 127 bots and I get errors while loading, when its 126 bots then its ok..
Code: [squirrel] Error runtime: 'BotSync/server/placement/NewWorld.nut' (Ln: 1330): the index 'addGoto' does not exist @edit update: I must delete shedules (this three example novices) to add more than 126 bots I seen @edit2, Maybe I can put more bots on server with no errors, but this bots don't exists/appear in world in game @edit 3, I really don't understand, I see "static m_MaxBots = 1000" ![]() Finally, when I put 180 bots for example, only 100-120 are visible on the world. ![]()
29.01.2018, 15:01
(This post was last modified: 29.01.2018, 15:07 by HammelGammel.)
"addGoto" suddenly being unrecognized by squirrel sounds like an error in your scripts.
Other than that, I currently use a signed 8 bit integer for the bot ids, which limits them to 127 (actually, 127 - getMaxSlots()). That just keep them from spawning on your client though and shouldn't cause serverside errors: There's probably something wrong with your script. I'll increase the theoretical limit of the ids to 32.768 with the next update. But the scripts aren't really optimized yet to handle that many bots, which might cause clientcrashes and serverlag. That's something I have to take care of. |
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