Jeffrccar
Mar 1 2005, 03:15 PM
How cool would it be if bots could Command?
I heard that the NS DEV TEAM needs to release real impulse list for fakeclients. (
READ THIS)
PRTe
Mar 1 2005, 03:44 PM
umm? aren't bots a third party thing
Align
Mar 1 2005, 04:20 PM
RCBots can command. Sorta. They drop buildings all over the place and it costs them no resources.
Swiftspear
Mar 1 2005, 06:08 PM
NS dev team has nothing to do with bots. This really doesn't belong in this forum, you should talk with the bot developers about this if you want bots to be able to command (although I imagine that the reason they haven't implimented it already is that it is hard as hell to make an AI behave properly in the chair)
Depot
Mar 1 2005, 06:38 PM
This used to be a feature in the older RCBots but was discontinued I believe. They built for free (used no res) but couldn't control precisely where they dropped structures (I remember seeing an armory in bast's readyroom once).
Regardless, as already suggested, go to RCBots Forums to suggest this.
Jeffrccar
Mar 1 2005, 09:47 PM
Please read this Thread:
Click HereCheeseh, the maker of RCBot had made the bots command by hacking NS 2.01.
"The old way they did it was hacked in and left stuff in RAM and could crash the server. Thats why it was removed."-LordSkitch
If Cheeseh has the official impulse command list he won't have to hack NS and making NS unstable.
P.S. I wouldn't of posted this thread if it doesn't belong on this forum.
There is no impulse list for commanding, that's why you can't bind "Drop Armoury" to a key, or something like that. Flay or another dev would have to assign every action an impulse call, and I doubt they would do that, having the final release and ns:s and ns2 on their minds.
Diablo_fx
Mar 2 2005, 07:17 PM
| QUOTE (Align @ Mar 1 2005, 05:20 PM) |
| RCBots can command. Sorta. They drop buildings all over the place and it costs them no resources. |
It would be cool if you had a bot for your commander in clan matches...
Think about it..
Commanding is boring anyway, almost robotic.. eh
You get free buildings and weapons upgrades 3/3 in 6 mins ^^...
/joke
Faskalia
Mar 2 2005, 09:22 PM
Just a small sidenote: Would you actually listen to a bot commanding you
kill4thrills
Mar 2 2005, 11:11 PM
| QUOTE (Faskalia @ Mar 2 2005, 02:22 PM) |
Just a small sidenote: Would you actually listen to a bot commanding you |
lol yeah bot commanders would be pretty absurd.
| QUOTE (Faskalia @ Mar 2 2005, 04:22 PM) |
Just a small sidenote: Would you actually listen to a bot commanding you |
I would
Zunni
Mar 3 2005, 02:05 PM
| QUOTE |
| There is no impulse list for commanding, that's why you can't bind "Drop Armoury" to a key, or something like that. Flay or another dev would have to assign every action an impulse call, and I doubt they would do that, having the final release and ns:s and ns2 on their minds. |
This is accurate, the issue is not with providing existing commands, it's with the fact the commands simply don't exist..
Really low priority, but certainly a viable idea...
Depot
Mar 3 2005, 02:30 PM
Slightly off topic, but relating to bots, view
Duel of the Bots.
Cheeseh
Mar 11 2005, 08:01 PM
It's not the command impulse list I need, I'd prefer some kind of command chair API through the code, some functions that allow me to build a given structure at a given co-ordinate, which does all the stuff like changing resources and making the nice build sound etc.
that requires the developers to make some kind of exported functions, say in an exported functions table, that my bot would be able to pick up so they can use it. I don't know any mods that have this kind of thing, but it would also be advantageous to other plugins, as they can access NS realted stuff that can't be assecible by other means except "hax"'ing through the memory that is likely to change every mod update.
Jeffrccar
Mar 16 2005, 03:45 AM
Wow Cheeseh thx for clearing things up
@Zunni what do you say now? what's my odds of getting the Dev Team to work on this?
@Depot when you do it be sure to record it because it will so much fun to see. However I think the New Whichbot(0.94g) will now win with the fade.
Sandstorm
Mar 16 2005, 04:15 PM
The issue that really needs fixing is the inability to change Marine and Alien resources. If they were stored in a specific entity, such as the info_gameplay entity, they could be altered dynamically by any plugin, which would more or less resolve this issue.
Currently, only individual Alien resources can be altered. You can't alter any of the overflow Alien resources. You can't alter Marine resources at all.
Grimm_Spector
Mar 27 2005, 09:30 AM
| QUOTE (Sandstorm @ Mar 16 2005, 12:15 PM) |
The issue that really needs fixing is the inability to change Marine and Alien resources. If they were stored in a specific entity, such as the info_gameplay entity, they could be altered dynamically by any plugin, which would more or less resolve this issue.
Currently, only individual Alien resources can be altered. You can't alter any of the overflow Alien resources. You can't alter Marine resources at all. |
you also can't even drop the structures because they have no commands for it...
Jeffrccar
Jun 1 2005, 03:04 AM
| QUOTE (Jeffrccar @ Mar 15 2005, 11:45 PM) |
@Zunni what do you say now? what's my odds of getting the Dev Team to work on this?
@Depot when you do it be sure to record it because it will so much fun to see. However I think the New Whichbot(0.94g) will now win with the fade. |
Bump....
Beammeup
Jun 6 2005, 12:36 PM
I say we eject this bot he sucks get the next 1 in their...
I think this would be really worthwhile. Not only would it allow current bots, like RCBot, to command, but it could provide huge advantages in other areas. Think if everything a player could do, a bot could do as well. And not just bots, plugins would be much easier to make.
This could also carry over to NS:S and NS2. This function structure could really help in both the development and post-release community modding.
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