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BOTSCRIPT?

Posted: Thu Jan 09, 2014 5:40 pm
by Lollipop
Greetings.

I am just like someone else searching on information regarding botscripts, but the only information I happened to find was, that carnevil lost the sourcecode for the botscript compiler after he changed the way botscripts are compiled.

So do anyone have information on this, or do I have to learn C and read the sourcecode of zandronum to find out how it works? And then be forced to make my own compiler to make botscripts?

Any reply that stays on this topic is appreciated.

RE: BOTSCRIPT?

Posted: Thu Jan 09, 2014 5:50 pm
by Guardsoul
I remember that someone (I think it was Dusk) developed a program to code Botscript but the download link is down. IDK if someone else has that program but it would be very helpful.

RE: BOTSCRIPT?

Posted: Thu Jan 09, 2014 5:51 pm
by -Jes-
Dusk was working on a compiler (BotC), but iirc he stopped development after finding that botscripts are far less useful than previously thought.

RE: BOTSCRIPT?

Posted: Fri Jan 10, 2014 12:22 pm
by Lollipop
That is damned sad, I think that it is very important to be able to make these scripts. I kind of wanted to learn about this, as it can be more or less required for bots that use something else than normal doom weapons, which the curent botscripts, most likely, is made to handle for the most part.

Just to state an example: Guardsoul could have immense use of this for his ZDW bots, as he could be able to make them used varied weapons and maybe give them strategy. (I do not know how much you can or can not do with these scripts)

RE: BOTSCRIPT?

Posted: Fri Jan 10, 2014 1:56 pm
by Dusk
I'd have to refactor the compiler anyway since I've learned a lot since I coded the incomplete botc.. anyway what you could do with it would be to essentially make scripted bots that would do... I dunno, stuff. Bots cannot target anything but players so don't even think about co-op bots.

I think the list of bot commands here is a pretty good overview what could be done. Imagine it as ACS except with this loadout instead of the ACS functions and action specials.

If there still is interest in this I guess could continue the compiler someday.
EDIT: updated the link but there still are no downloads there. :P

EDIT 2: holy shit what have I written here... *refactoring intensifies*

RE: BOTSCRIPT?

Posted: Fri Jan 10, 2014 5:00 pm
by Lollipop
How can I use those commands without a compiler?
Also, if you make that compiler, I will play around with it and see if I can figure it out, and I might even make a tutorial if I can ;)

RE: BOTSCRIPT?

Posted: Fri Jan 10, 2014 6:50 pm
by Torr Samaho
Dusk wrote: I'd have to refactor the compiler anyway since I've learned a lot since I coded the incomplete botc.. anyway what you could do with it would be to essentially make scripted bots that would do... I dunno, stuff. Bots cannot target anything but players so don't even think about co-op bots.
If we actually had a working BOTSCRIPT compiler, I'd consider extending the bot code so that they can attack monsters.

RE: BOTSCRIPT?

Posted: Fri Jan 10, 2014 7:32 pm
by Ænima
Torr Samaho wrote:
Dusk wrote: I'd have to refactor the compiler anyway since I've learned a lot since I coded the incomplete botc.. anyway what you could do with it would be to essentially make scripted bots that would do... I dunno, stuff. Bots cannot target anything but players so don't even think about co-op bots.
If we actually had a working BOTSCRIPT compiler, I'd consider extending the bot code so that they can attack monsters.
Image


You all heard the man. Get to work if you want to finally have bots that are useful for more than just PvP target practice!

RE: BOTSCRIPT?

Posted: Fri Jan 10, 2014 8:04 pm
by -Jes-
Looks like BotC is back in development then.

RE: BOTSCRIPT?

Posted: Fri Jan 10, 2014 8:33 pm
by Dusk
the gauntlet sure has been thrown

RE: BOTSCRIPT?

Posted: Sat Jan 11, 2014 1:03 pm
by Lollipop
I just wonder now, can there possibly be a way to use this to make AI for monsters in any way? I find the idea interesting, what do you people think? (besides from the load of work it will be)

RE: BOTSCRIPT?

Posted: Sat Jan 11, 2014 1:48 pm
by bazzoka
Lollipop wrote: I just wonder now, can there possibly be a way to use this to make AI for monsters in any way? I find the idea interesting, what do you people think? (besides from the load of work it will be)
I second this.

But, if you want just one monster have a different AI (ex. monster.AI "AI_name")

RE: BOTSCRIPT?

Posted: Sat Jan 11, 2014 1:53 pm
by Lollipop
I do not quite understand the way you have written your last sentence bazzoka, are you proposing that it can be a monster property, just like health? If that is the case, then I agree, if it is not, then I have no idea what you are trying to say :\

RE: BOTSCRIPT?

Posted: Sat Jan 11, 2014 1:59 pm
by bazzoka
Yea it is like an Actor property.

RE: BOTSCRIPT?

Posted: Sat Jan 11, 2014 7:03 pm
by Catastrophe
If this does work, I'm definitely making bot-controlled bosses for superdemon. (Hopefully this new botscript will allow bots to fight each other in survival)

RE: BOTSCRIPT?

Posted: Sat Jan 11, 2014 7:59 pm
by bazzoka
Catastrophe wrote: Hopefully this new botscript will allow bots to fight each other in survival
Well right now bots can identify on what team they are on, i see no problem whit grouping who's faction is 'Friendly' and who's not.