Download Links: reviving the Doom bot scene, made possible by the new implementation of ZScript being made stable. Their predecessors, DecoBots, did perform well, but needed a player to follow, and were rather dumb at times.
The main concerns with ζetaBots were universal game support and node pathing and saving; in fact, a single CVar stores the whole node list for the maps of a single game! (Doom II's nodelist CVar differs from Hexen's) It will be guaranteed to be gigantic, since the CVar stores a serialization format that allows multiple levels into one. The navigation system was heavily inspired by Unreal Tournament (1999), which reuses Unreal (1998)'s engine (which was developed since 1995) - so if you know UnrealScript and how to use PathNodes in Unreal, you might know how to use ZTPathNodes here!
ζetaBots will be capable of using any weapon they find, because they use a special model where a ζetaBot class controls a 'doll actor' (made to look and sound like a player), which can pick up any weapons, which are used. The kinds of dolls and weapons are known thanks to special modules - ζetaModules, which also add support for items in general (OnPickUp).
(USES ZSCRIPT! NO ZANDRONUM SUPPORT)
- Multiple male and female voices!
- Pathnode system with A* pathfinding!
- Supports any weapons and player classes! (given there are modules for them, supplied by their respective modders)
- Constraints akin to real players! (max speed, max firing rate, etc etc)
- Weapon rating system!
Spoiler: Screenies, yey! (Open)
- Mowing zombies with a friend has never been so fun!
- A cool 360 degree GIF of 5 pistols VS. 2 barons