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b20

In the "dash" folder that was created when I opened the compressed folder was a UberBots file. I was impresed by the technichs dash used for the uberbots. Dash I loved your UberBots (enchanced bot intelegence), but theUberBots is only for the light tanks! :o Can you help me on making the medium tank and the heavy tank having the same "UberBot" intelegence?

An example of this is dash's server I saw today that read dash's UberBots. One of the bots was a heavy tank and had the same intelegence as the light tank. :) I loved it!

Here's the UberBots file:

 

//-----------------------------------------------------------------------------
// ThinkTanks Bot Modifications
// Note: I mucked around in garagegames License and I'm not a lawyer but I think
// I'm legal to distribute this as I own a Torque Game Engine License. If
// BraveTree or GarageGames has a problem with me doing this contact me ASAP
// and I'll pull the plug on this.
// Author: dash Wed Jul 21 06:28:17 EDT 2004
// Version: 0.05
// License: You may not redistribute modified copies of this software unless
// you have a Torque Game Engine License.
// Last Update: Sun Nov 21 12:54:15 EST 2004
// Portions of this script are copyrighted by Garagegames...
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

// Bronze Light Tanks configured to be super snipers
BronzeLightAI.homeRange = 1000; // how far from "home" will it wonder
BronzeLightAI.targetRange = 1000; // how far away does it have to be before targeting an enemy
BronzeLightAI.disengageRange = 1000; // at what distance will it disengage an enemy
BronzeLightAI.aim = 0.2; // how accurate? Degrees variance from dead-on aim
BronzeLightAI.aimSpeed = 0.8; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
BronzeLightAI.triggerHappy = 10; // angle in degrees at which tank will not fire (smaller number, more frugal)
BronzeLightAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
BronzeLightAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
BronzeLightAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
BronzeLightAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
BronzeLightAI.scanDelay = 800; // how long to delay between enemy scans (in ms)
BronzeLightAI.follow = false; // will it follow a target outside "home" area?
BronzeLightAI.snipeWeight = 1.0; // selection weight for sniping attacks
BronzeLightAI.ramWeight = 0.2; // selection weight for ram attacks
BronzeLightAI.flankWeight = 0; // selection weight for flanking attacks
BronzeLightAI.backWeight = 0; // selection weigth for back-track attacks
BronzeLightAI.ocWeight = 3.0; // obsessive-compulsive factor -- larger # means sticks with current target more
BronzeLightAI.revengeWeight = 0.1; // larger # means go after tank that just shot us

SilverLightAI.homeRange = 1000; // how far from "home" will it wonder
SilverLightAI.targetRange = 500; // how far away does it have to be before targeting an enemy
SilverLightAI.disengageRange = 500; // at what distance will it disengage an enemy
SilverLightAI.aim = 1.0; // how accurate? Degrees variance from dead-on aim
SilverLightAI.aimSpeed = 0.8; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
SilverLightAI.triggerHappy = 10; // angle in degrees at which tank will not fire (smaller number, more frugal)
SilverLightAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
SilverLightAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
SilverLightAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
SilverLightAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
SilverLightAI.scanDelay = 500; // how long to delay between enemy scans (in ms)
SilverLightAI.follow = true; // will it follow a target outside "home" area?
SilverLightAI.snipeWeight = 0.0; // selection weight for sniping attacks
SilverLightAI.ramWeight = 0.5; // selection weight for ram attacks
SilverLightAI.flankWeight = 0.3; // selection weight for flanking attacks
SilverLightAI.backWeight = 0.5; // selection weigth for back-track attacks
SilverLightAI.ocWeight = 4.0; // obsessive-compulsive factor -- larger # means sticks with current target more
SilverLightAI.revengeWeight = 0.1; // larger # means go after tank that just shot us

GoldLightAI.homeRange = 1000; // how far from "home" will it wonder
GoldLightAI.targetRange = 1000; // how far away does it have to be before targeting an enemy
GoldLightAI.disengageRange = 1000; // at what distance will it disengage an enemy
GoldLightAI.aim = 0.0; // how accurate? Degrees variance from dead-on aim
GoldLightAI.aimSpeed = 1; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
GoldLightAI.triggerHappy = 5; // angle in degrees at which tank will not fire (smaller number, more frugal)
GoldLightAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
GoldLightAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
GoldLightAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
GoldLightAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
GoldLightAI.scanDelay = 200; // how long to delay between enemy scans (in ms)
GoldLightAI.follow = true; // will it follow a target outside "home" area?
GoldLightAI.snipeWeight = 0.5; // selection weight for sniping attacks
GoldLightAI.ramWeight = 0.8; // selection weight for ram attacks
GoldLightAI.flankWeight = 0.4; // selection weight for flanking attacks
GoldLightAI.backWeight = 0.5; // selection weigth for back-track attacks
GoldLightAI.ocWeight = 2.0; // obsessive-compulsive factor -- larger # means sticks with current target more
GoldLightAI.revengeWeight = 0.1; // larger # means go after tank that just shot us

 

What do I need to do here? :o

Thanks a bunch. XD


- b20

Wednesday, January 05, 2005 at 2:23:23 PM

If your talking about the danceHall I copied and pasted the BronzeLightAI info below and changed all the BronzeLightAI to BronzeHeavyAI.

Ya that heavy is fun, if you stop moving and he's around you are as good as dead. (like playing with that darn Inf. Monkey) XD

NUTS!

 

 

Last edited: Wednesday, January 05, 2005 at 2:36:15 PM

Wednesday, January 05, 2005 at 2:30:19 PM
b20

No! I mean how can I make it so the medium and heavy tank has this kind of intelegence. :S

I want to make it so the Light Heavy and Medium Tank are all gold and have the UberBots Intelegence. :)

Do I like need to add something? What?

P.S. The notepad version of this file is so cramped up that it is very diffacult to sort the information. How can I make it so it is organized like above? ^^

Thank you

- b20

Wednesday, January 05, 2005 at 2:56:01 PM

I was wondering about these guys too. I didn't see any documentation for them.

Does it automatically turn on when I use the other Dash Admin scripts?...or, should I be adding something to my main.cs file similar to this?
exec("game/server/Dash/UberBots.cs");

Wednesday, January 05, 2005 at 3:22:52 PM

Heres mine for the heavy sniper:

// Bronze Light Tanks configured to be super snipers(just copied from light and changed Light to heavy)
BronzeHeavyAI.homeRange = 1000; // how far from "home" will it wonder
BronzeHeavyAI.targetRange = 1000; // how far away does it have to be before targeting an enemy
BronzeHeavyAI.disengageRange = 1000; // at what distance will it disengage an enemy
BronzeHeavyAI.aim = 0.2; // how accurate? Degrees variance from dead-on aim
BronzeHeavyAI.aimSpeed = 0.8; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
BronzeHeavyAI.triggerHappy = 10; // angle in degrees at which tank will not fire (smaller number, more frugal)
BronzeHeavyAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
BronzeHeavyAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
BronzeHeavyAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
BronzeHeavyAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
BronzeHeavyAI.scanDelay = 800; // how long to delay between enemy scans (in ms)
BronzeHeavyAI.follow = false; // will it follow a target outside "home" area?
BronzeHeavyAI.snipeWeight = 1.0; // selection weight for sniping attacks
BronzeHeavyAI.ramWeight = 0.2; // selection weight for ram attacks
BronzeHeavyAI.flankWeight = 0; // selection weight for flanking attacks
BronzeHeavyAI.backWeight = 0; // selection weigth for back-track attacks
BronzeHeavyAI.ocWeight = 3.0; // obsessive-compulsive factor -- larger # means sticks with current target more
BronzeHeavyAI.revengeWeight = 0.1; // larger # means go after tank that just shot us

Just change the "BronzeHeavyAI.whatever" to "BronzeLightAI.whatever" or "BronzeHMedAI.whatever". You can do the same with "GoldHeavyAI.whatever" etc....or "SilverHeavyAI.whatever". Then they will all have the "smarts" of dash Uber bots.

NUTS!

@KBC
in the ThinkTanks/game/server/dash folder the a file called uber bots. No need to add anything to main.cs, cept dashes exec("game/server/dash/main.cs");. You should see in your terminal when starting a dedicated folder all the dash files running.

 

Last edited: Wednesday, January 05, 2005 at 3:31:51 PM

Wednesday, January 05, 2005 at 3:26:43 PM
b20

I still don't get it! :(

Also, can ya please tell how I can organize those things, because in notepad version of this file, it is all cramped up.

I am sorry, but I don't get it. Sorry. :[

- b20

Wednesday, January 05, 2005 at 6:31:38 PM

Okay, if you still don't get it, here it is for the Heavy and Medium tanks.

// Bronze Medium Tanks configured to be super snipers
BronzeMediumAI.homeRange = 1000; // how far from "home" will it wonder
BronzeMediumAI.targetRange = 1000; // how far away does it have to be before targeting an enemy
BronzeMediumAI.disengageRange = 1000; // at what distance will it disengage an enemy
BronzeMediumAI.aim = 0.2; // how accurate? Degrees variance from dead-on aim
BronzeMediumAI.aimSpeed = 0.8; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
BronzeMediumAI.triggerHappy = 10; // angle in degrees at which tank will not fire (smaller number, more frugal)
BronzeMediumAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
BronzeMediumAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
BronzeMediumAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
BronzeMediumAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
BronzeMediumAI.scanDelay = 800; // how long to delay between enemy scans (in ms)
BronzeMediumAI.follow = false; // will it follow a target outside "home" area?
BronzeMediumAI.snipeWeight = 1.0; // selection weight for sniping attacks
BronzeMediumAI.ramWeight = 0.2; // selection weight for ram attacks
BronzeMediumAI.flankWeight = 0; // selection weight for flanking attacks
BronzeMediumAI.backWeight = 0; // selection weigth for back-track attacks
BronzeMediumAI.ocWeight = 3.0; // obsessive-compulsive factor -- larger # means sticks with current target more
BronzeMediumAI.revengeWeight = 0.1; // larger # means go after tank that just shot us
SilverMediumAI.homeRange = 1000; // how far from "home" will it wonder
SilverMediumAI.targetRange = 500; // how far away does it have to be before targeting an enemy
SilverMediumAI.disengageRange = 500; // at what distance will it disengage an enemy
SilverMediumAI.aim = 1.0; // how accurate? Degrees variance from dead-on aim
SilverMediumAI.aimSpeed = 0.8; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
SilverMediumAI.triggerHappy = 10; // angle in degrees at which tank will not fire (smaller number, more frugal)
SilverMediumAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
SilverMediumAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
SilverMediumAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
SilverMediumAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
SilverMediumAI.scanDelay = 500; // how long to delay between enemy scans (in ms)
SilverMediumAI.follow = true; // will it follow a target outside "home" area?
SilverMediumAI.snipeWeight = 0.0; // selection weight for sniping attacks
SilverMediumAI.ramWeight = 0.5; // selection weight for ram attacks
SilverMediumAI.flankWeight = 0.3; // selection weight for flanking attacks
SilverMediumAI.backWeight = 0.5; // selection weigth for back-track attacks
SilverMediumAI.ocWeight = 4.0; // obsessive-compulsive factor -- larger # means sticks with current target more
SilverMediumAI.revengeWeight = 0.1; // larger # means go after tank that just shot us
GoldMediumAI.homeRange = 1000; // how far from "home" will it wonder
GoldMediumAI.targetRange = 1000; // how far away does it have to be before targeting an enemy
GoldMediumAI.disengageRange = 1000; // at what distance will it disengage an enemy
GoldMediumAI.aim = 0.0; // how accurate? Degrees variance from dead-on aim
GoldMediumAI.aimSpeed = 1; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
GoldMediumAI.triggerHappy = 5; // angle in degrees at which tank will not fire (smaller number, more frugal)
GoldMediumAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
GoldMediumAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
GoldMediumAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
GoldMediumAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
GoldMediumAI.scanDelay = 200; // how long to delay between enemy scans (in ms)
GoldMediumAI.follow = true; // will it follow a target outside "home" area?
GoldMediumAI.snipeWeight = 0.5; // selection weight for sniping attacks
GoldMediumAI.ramWeight = 0.8; // selection weight for ram attacks
GoldMediumAI.flankWeight = 0.4; // selection weight for flanking attacks
GoldMediumAI.backWeight = 0.5; // selection weigth for back-track attacks
GoldMediumAI.ocWeight = 2.0; // obsessive-compulsive factor -- larger # means sticks with current target more
GoldMediumAI.revengeWeight = 0.1; // larger # means go after tank that just shot us

// Bronze Heavy Tanks configured to be super snipers
BronzeHeavyAI.homeRange = 1000; // how far from "home" will it wonder
BronzeHeavyAI.targetRange = 1000; // how far away does it have to be before targeting an enemy
BronzeHeavyAI.disengageRange = 1000; // at what distance will it disengage an enemy
BronzeHeavyAI.aim = 0.2; // how accurate? Degrees variance from dead-on aim
BronzeHeavyAI.aimSpeed = 0.8; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
BronzeHeavyAI.triggerHappy = 10; // angle in degrees at which tank will not fire (smaller number, more frugal)
BronzeHeavyAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
BronzeHeavyAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
BronzeHeavyAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
BronzeHeavyAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
BronzeHeavyAI.scanDelay = 800; // how long to delay between enemy scans (in ms)
BronzeHeavyAI.follow = false; // will it follow a target outside "home" area?
BronzeHeavyAI.snipeWeight = 1.0; // selection weight for sniping attacks
BronzeHeavyAI.ramWeight = 0.2; // selection weight for ram attacks
BronzeHeavyAI.flankWeight = 0; // selection weight for flanking attacks
BronzeHeavyAI.backWeight = 0; // selection weigth for back-track attacks
BronzeHeavyAI.ocWeight = 3.0; // obsessive-compulsive factor -- larger # means sticks with current target more
BronzeHeavyAI.revengeWeight = 0.1; // larger # means go after tank that just shot us
SilverHeavyAI.homeRange = 1000; // how far from "home" will it wonder
SilverHeavyAI.targetRange = 500; // how far away does it have to be before targeting an enemy
SilverHeavyAI.disengageRange = 500; // at what distance will it disengage an enemy
SilverHeavyAI.aim = 1.0; // how accurate? Degrees variance from dead-on aim
SilverHeavyAI.aimSpeed = 0.8; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
SilverHeavyAI.triggerHappy = 10; // angle in degrees at which tank will not fire (smaller number, more frugal)
SilverHeavyAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
SilverHeavyAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
SilverHeavyAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
SilverHeavyAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
SilverHeavyAI.scanDelay = 500; // how long to delay between enemy scans (in ms)
SilverHeavyAI.follow = true; // will it follow a target outside "home" area?
SilverHeavyAI.snipeWeight = 0.0; // selection weight for sniping attacks
SilverHeavyAI.ramWeight = 0.5; // selection weight for ram attacks
SilverHeavyAI.flankWeight = 0.3; // selection weight for flanking attacks
SilverHeavyAI.backWeight = 0.5; // selection weigth for back-track attacks
SilverHeavyAI.ocWeight = 4.0; // obsessive-compulsive factor -- larger # means sticks with current target more
SilverHeavyAI.revengeWeight = 0.1; // larger # means go after tank that just shot us
GoldHeavyAI.homeRange = 1000; // how far from "home" will it wonder
GoldHeavyAI.targetRange = 1000; // how far away does it have to be before targeting an enemy
GoldHeavyAI.disengageRange = 1000; // at what distance will it disengage an enemy
GoldHeavyAI.aim = 0.0; // how accurate? Degrees variance from dead-on aim
GoldHeavyAI.aimSpeed = 1; // 0-1, 1=instantanous, 0=never move (0.2 -> 2/3 sec to get 99% there,0.1 -> 2/3 sesc to g
GoldHeavyAI.triggerHappy = 5; // angle in degrees at which tank will not fire (smaller number, more frugal)
GoldHeavyAI.longShotScale = 0; // fire less often at a distance -- scales reload times (bigger = slower)
GoldHeavyAI.fleeDamage = 1.0; // at what damage level (0-1, 0 undamaged) will it turn and flee to re-group
GoldHeavyAI.fleeOnTime = 1000; // how long to keep fleeing turned on (in ms)
GoldHeavyAI.fleeOffTime = 10000; // how long to keep fleeing turned off after re-engaging (in ms)
GoldHeavyAI.scanDelay = 200; // how long to delay between enemy scans (in ms)
GoldHeavyAI.follow = true; // will it follow a target outside "home" area?
GoldHeavyAI.snipeWeight = 0.5; // selection weight for sniping attacks
GoldHeavyAI.ramWeight = 0.8; // selection weight for ram attacks
GoldHeavyAI.flankWeight = 0.4; // selection weight for flanking attacks
GoldHeavyAI.backWeight = 0.5; // selection weigth for back-track attacks
GoldHeavyAI.ocWeight = 2.0; // obsessive-compulsive factor -- larger # means sticks with current target more
GoldHeavyAI.revengeWeight = 0.1; // larger # means go after tank that just shot us

Better?

Wednesday, January 05, 2005 at 7:23:22 PM
b20

Ok.... Let me explain what I want to to here! OK follow me here.

I want to like change those silver and bronze ones to gold head AND I want them to be medium and heavy tanks.

For example: "BronzeLightAI.whatever". To like GoldHeavyAI.whatever

And do that same step to the silver ones too and like changing the silver to gold.

Is this possible?

Thanks. I need help with this. :)

- b20

Wednesday, January 05, 2005 at 7:31:33 PM

Not sure what you don't get, could you be more specific? I will try and walk you throught the process and see if that helps.
Goto your dash folder and open up your uber.cs file again. (using any editor, I use Vim or emacs in linux)
Highlight the information starting from // Bronze Light Tanks configured to be super snipers to the last line of BronzeLightAI.(the whole paragraph)
Right click, => copy.
Under the line "GoldLightAI.revengeWeight = 0.1; // larger # means go after tank that just shot us",=> paste. (leave a space between)
Now you have to change all the BronzeLightAI.whatever at the front of the commands to BronzeHeavyAI.whatever.

You should be able to repeat the process using a combination of tanks (Light, Heavy, Med) and different style of bots (Gold, Silver, Bronze). So far I really prefer the heavy as a Bronze.

"Also, can ya please tell how I can organize those things, because in notepad version of this file, it is all cramped up." Sorry, can't help with this one.

Hope this helps!

NUTS!

 

 

Wednesday, January 05, 2005 at 7:40:12 PM
b20

Ok...

Thanks anyway. :)

I'll just stick with it until the next version comes in the near future. :P

- b20

Wednesday, January 05, 2005 at 7:56:20 PM

Oh I just re-read the post again. Wow, nice work Dark M. Thanks, just saved me a lot of time.

@ZeBoLoBoT
"Ok.... Let me explain what I want to to here! OK follow me here.
I want to like change those silver and bronze ones to gold head AND I want them to be medium and heavy tanks.
For example: "BronzeLightAI.whatever". To like GoldHeavyAI.whatever
And do that same step to the silver ones too and like changing the silver to gold.
Is this possible?"

YES. If I understand your question right. Just copy Dark Merlyns info and paste it at the bottom of your dash uber.cs file. Then you will have dash bots for all tanks, with all different "heads". So any tank you choose for your servers will be dash uber bots, light, heavy, med., gold, silver and bronze. Your med. Silver will be a dash uber bot, your heavy silver will be a dash uber bot, your gold heavy will be a dash uber bot etc...........Now say thank you to Dark M.

NUTS!

 

Wednesday, January 05, 2005 at 8:12:04 PM

Why isnt this in the modding?

Wednesday, January 05, 2005 at 8:30:40 PM
b20

Thanks! :)

So if I copy all of those things that Dark M wrote... I will have like a gold medium tank!? Cool!

Thanks Dark M! XD

- b20

Thursday, January 06, 2005 at 11:03:03 AM

@ ZeBoLoBoT
Yup, I have a gold medium tank running in the danceHall server. Like all dash bots it's hard to kill. I also have Art Crazy's observer script running too. Type "{observer" (without the quotes) to check it out. If you like it you can get it in the modding forums (were this should probably be too).

NUTS!

 

Thursday, January 06, 2005 at 12:51:06 PM

What happenned to my post???
~DJ Wings~

Thursday, January 06, 2005 at 4:52:35 PM

Dudes, all I did was use Wordpad's Replace tool to replace Ligt with Medium and then Medium with Heavy. Wow, when that is considered nice work, it's kinda sad, really :[

Friday, January 07, 2005 at 3:03:12 PM

@ Dark M.
Any time I see someone help me or another person I like to thank them, yes this was meant a little tongue in cheek too. Plus, I had also noticed in another forum that you were looking to find were the dash uberbots folder was located (or something to that effect). I was going to reply to that one but noticed that you replied to this one and had obviously found them. So the "nice work" comment was meant more as a good for you. You found the folder, used Wordpad and helped us out, nice work. Normally when a person compliments or thanks you it's not very nice to call or consider it sad, even if it is unwarrented (the compliment).

NUTS!

 

Friday, January 07, 2005 at 5:58:39 PM

BTW, thanks NUTS!

I noticed the uberbots.cs loaded, when I launched the MMcity terrain. The problem was that Mud [Bot] predictably died every chance he got by diving off buildings. I never tested it on regular maps. DOH!

When I started a server the other night with un-moddd maps it was obvious they were UberBots!

Friday, January 07, 2005 at 7:17:58 PM

Ok, sorry. And I didn't find them yet. I just copied from here, but can't find where to put them or how to use them.

Monday, January 10, 2005 at 11:06:31 AM

I don't think the bots are aware of the mission area at all and haven't found any setting that would make them so.

Monday, January 10, 2005 at 11:26:13 AM

@ Dark M
It's in the dash folder =>ThinkTanks/game/server/dash/UberBots.cs

So you need the dash codes--http://thinktanks.jkdg.com/dc/
So when you start a dedicated server you will have uber bots that have better aim and will unload a full clip. You can also change the settings to your own prefrences. Hope this helps.

NUTS!

 

Last edited: Monday, January 10, 2005 at 11:40:01 AM

Monday, January 10, 2005 at 11:36:49 AM

Dash-

Curse you & your meddling bots.

Er...i mean, it's good to finally get some AI competition...great job!
I've caught myself saying 'wow' a lot more often as these new bots pull off some unbelievable goals!

Tuesday, January 11, 2005 at 7:57:23 PM

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