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Running bots in UT4 Rate Topic: ***** 1 Votes

#51 User is offline   xer0kill (old) Icon

  • Joined: 12-August 07
  • Posts: 1,742
  • LocationCorvallis, Oregon

Posted 17 July 2008 - 07:20 PM

The bots are utter shit. Try making some friends and play w/ them. :D

#52 User is offline   vagyok (old) Icon

  • Joined: 22-July 08
  • Posts: 3

Posted 22 July 2008 - 08:56 PM

I made a "botpack".

It's nothing big though, I just tweaked around some values and wrote a few new scripts, i.e. I did not alter in any way the way the game handles bots. I didn't create new waypoints, or anything of that sort either, so on maps where the "original" bots can't get out of the spawn areas, my bots won't be able to either.

That said, my bots:
- Are very keen to capture/return flags in CTF, unlike the original ones
- Each have different "personalities" (preferred behaviours/priorities), unlike the original bots
- Are a bit more humanlike and a bit more intelligent than the original ones
- Always start with gears they can fully use, unlike the original ones
- Have 5 different skill levels, where the 5th one is very challenging but doesn't "always hit"

So I have a pk3 file, which, if added, provides 5 more bot types over the original ones that can be added.
I read that "The development team asks you NOT to change anything that ships with Urban Terror", so I'm not sure if they'd like me to post it here though. But if they do, I'll be happy to share.

#53 User is offline   AKGRIZZLY (old) Icon

  • Joined: 07-May 06
  • Posts: 4,898
  • LocationAlaska

Posted 22 July 2008 - 09:38 PM

So I guess they don't crash the game then?  I wonder about this pk3, I'd like to see more comments on this from people with more smarts than I on the topic of what's permissible and what isn't.

#54 User is offline   vagyok (old) Icon

  • Joined: 22-July 08
  • Posts: 3

Posted 22 July 2008 - 10:15 PM

Quote

So I guess they don't crash the game then? 


I have been able to use them in a LAN game I hosted as a non-dedicated non-pure server running the latest stable standalone UT release using Win XP SP3. I haven't tested using the original bots in a LAN/Internet game so I'm not sure when/why they crash if they crash.

One thing that comes to my mind from looking over foxyfox's log is that the bots seem to try to load skill 0, which isn't defined. Another thing: my bots do have a defined fuzzy weight for team_CTF_neutralflag , unlike the original ones.

#55 User is offline   Delirium Icon

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  • Account: delirium
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  • Posts: 5,416

Posted 23 July 2008 - 12:14 AM

*sigh*

all the do is complain about a perfect game

i mean why dont you get some friends and play online?

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#56 User is offline   TwentySeven Icon

  •   former FS member   
    Lead Engine Developer
  • Account: twentyseven
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  • Joined: 24-January 10
  • Posts: 1,318

Posted 23 July 2008 - 12:36 AM

If someone wants to spend some time on the bots, they can be our guest.  Contact woekele about this - he might be interested in including a decent set of bot defines for 4.2

#57 User is offline   Delirium Icon

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Posted 23 July 2008 - 12:40 AM

Quote

he might be interested in including a decent set of bot defines for 4.2




i bet he would

#58 User is offline   AKGRIZZLY (old) Icon

  • Joined: 07-May 06
  • Posts: 4,898
  • LocationAlaska

Posted 23 July 2008 - 12:41 AM

I hope he is.  :-D

#59 User is offline   {C9}Wolverine (old) Icon

  • Joined: 16-November 07
  • Posts: 4,017
  • LocationWashington State, USA

Posted 23 July 2008 - 12:48 AM

More 'intelligent' bots would definately be a welcome addition.

I am not completely sure how this works though on servers. Let's say you have a full server because 2 slots are occupied by bots. This will prevent a human from joining will it not? Or is it possible that for each live player that joins, one bot leaves.


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