Zandronum bots

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Krispy
 
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Zandronum bots

#1

Post by Krispy » Mon Oct 22, 2012 10:04 pm

Do bots behave like real players in terms of scripts and tags? In single-player mode, if a script makes them do one thing, will it make real players on a server do the same stuff? Or do they inherit the traits of the player during single player sessions?

In other words, is it wise to playtest with them as if it's in a testing server with real players?
Last edited by Krispy on Mon Oct 22, 2012 10:05 pm, edited 1 time in total.

Qent
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RE: Zandronum bots

#2

Post by Qent » Mon Oct 22, 2012 10:25 pm

As far as scripts and stuff go, yes, they are affected just the same as real players.

Krispy
 
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RE: Zandronum bots

#3

Post by Krispy » Tue Oct 23, 2012 12:33 am

But not with stuff like playernumber?

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Ænima
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RE: Zandronum bots

#4

Post by Ænima » Tue Oct 23, 2012 12:35 am

Playernumber should still apply the same way too.
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Krispy
 
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RE: Zandronum bots

#5

Post by Krispy » Tue Oct 23, 2012 12:44 am

Thank you.
One more question not worth making a new thread about, is it possible to check a player's TID through acs?
Last edited by Krispy on Tue Oct 23, 2012 1:06 am, edited 1 time in total.

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Ænima
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RE: Zandronum bots

#6

Post by Ænima » Tue Oct 23, 2012 2:17 am

Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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Watermelon
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RE: Zandronum bots

#7

Post by Watermelon » Tue Oct 23, 2012 1:35 pm

Krispy wrote: Thank you.
One more question not worth making a new thread about, is it possible to check a player's TID through acs?
Make sure when using Ænima's post that you've actually set them to have a TID if you haven't already. Here's the way I do it:

Code: Select all

script 123 ENTER
{
    Thing_ChangeTID(0, 1000 + PlayerNumber());
}
Therefore the first player in the server (player 1) will have a tid of 1000, then player 2 will have a tid of 1001... etc [starts at zero for player 1]

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RE: Zandronum bots

#8

Post by Krispy » Wed Oct 24, 2012 12:20 am

Watermelon wrote: [starts at zero for player 1]
This was interesting.

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Ænima
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RE: Zandronum bots

#9

Post by Ænima » Wed Oct 24, 2012 12:26 am

Yes. This is how all indexes work. For example, in the array myarray[48,32,11], asking for entry 0 will return "48" because indexes start at 0. Remember this for later, it will save you much frustration. ;p
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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TheBladeRoden
 
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RE: Zandronum bots

#10

Post by TheBladeRoden » Thu Oct 25, 2012 6:41 am

They don't seem to work with GetPlayerInput scripts though

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RE: Zandronum bots

#11

Post by ZzZombo » Tue Nov 27, 2012 4:03 am

Better playtest using a local server. I noticed that custom SBARINFO is drawn incorrectly when used with bots offline. It draws totally wrong stuff.

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