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Co-op with bots
Posted: Tue May 03, 2011 6:54 pm
by GreatEmerald
What should I use to try co-op with bots? Normal coopgame won't work - bots are not spawned at all. And I really need some bots here to try out pathing I'm doing for Unreal Enhanced Edition.
Re: Co-op with bots
Posted: Wed May 04, 2011 7:25 am
by Hyper
Buts are too stupid for coop play. They'll just spawn at start, run around there and shoot you.
That's not very cooperative. :p
But there are some mods that provide modified bots for coop play. Still they're quite stupid, but they at least try to cooperate a bit.
Re: Co-op with bots
Posted: Wed May 04, 2011 7:49 am
by []KAOS[]Casey
I'll have to dig out a standalone version of my ScriptedBot that can be given basic orders {touch triggers, movers, go to navigation point N} and navigate the map to do so. The hard part is pathing some of the more tricky movers in unreal, for instance I couldn't figure out the elevator in vortex2 because of its strange 3 step process, but sometimes the bots would go through it anyway.
A large majority of the maps can be navigated no problem, assuming they are pathed though.
Re: Co-op with bots
Posted: Wed May 04, 2011 1:48 pm
by Shivaxi
Hmm...how would you make a bot read movers correctly? Like could you have it check to see a triggers even and tag? So that the bot see's that it triggers a mover, of which is needed to complete soso level, by having pathnodes that intercept the movers path or something...meh...hmm...that seems really complicated and unlikely lol...the bot would also need a way to see if the mover was already on ground level with it so it could get on it or not...but most movers are built into the ground for like support w/e and the bot would get confused probably...wait...didn't ONP do this already where there own custom nali bots that followed you around? :-?
edit: Just thought, could actually attach some actor like an Elevator Path Node or something to the platform of said Mover to where the bot is supposed to go, and also specify platform dimensions of said mover so the bot doesn't fall off and stays on the elevator till the keyframes are complete and it attaches to another path node etc...
am I making any sense?

...it makes sense in my head but it's easier to visualize then to put into words...

Re: Co-op with bots
Posted: Wed May 04, 2011 3:17 pm
by GreatEmerald
Nope, you're not making any sense since all of that is already achieved by LiftExits and LiftCenters. How else do you think bots work on your usual maps, like DmAriza?
Re: Co-op with bots
Posted: Wed May 04, 2011 4:30 pm
by Shivaxi
Nope, you're not making any sense since all of that is already achieved by LiftExits and LiftCenters. How else do you think bots work on your usual maps, like DmAriza?
Ah right...those were the actors I was trying to remember
So then adding those to the map via mutator would be possible. But I guess what I'm getting at is that the bot would have to know which path to take in order to get to the level's end, since that is the objective, and in DM, there is no objective persay, so they kinda just run around aimlessly choosing random path nodes to go to until they meet an enemy to fight.
Re: Co-op with bots
Posted: Wed May 04, 2011 5:26 pm
by GreatEmerald
No, they have strategies and their goals are determined by items' Desirability, a rating. Things like Superhealth have a bigger rating, so bots tend to collect those often and head for them often as well.
That's how it works in later games, at least. Not sure if AI in Unreal is different.
Re: Co-op with bots
Posted: Wed May 04, 2011 7:50 pm
by Spike
Guess Matrix could fiddle with 8ballhead, he seems to do a good job, though he likes to do whatever HE wants to do haha, not really end the level or try to reach the end...more or less wanders around killing everything near his items hes claimed.

Re: Co-op with bots
Posted: Mon May 30, 2011 8:30 am
by Draken
We'll I wanted to ask this question for a while and this topic works with it.
Anyone knows if there is/where can i find a mod with a bot friendly Towards other bots and players or it doesn't have to be a bot or just a Kurgan version of SkaarjTrooper (You know what i mean, scripted pawns that look like player, can pickup guns etc.) I however prefer a friendly bot (They're kind of smarter and less predictable)
Just a note, i don't need anything sophisticated enough to try to end the level or perform some complicated task, doesn't even have to follow me, just a bot/pawn that can be spawned in the middle of the level in single player and attack the w/e monsters he sees and picks up the items. Or more simply, bot that acts exactly as in team dm where he and player (me) are for example the red team and all skaarj and other bad guys are blue team.
Also, if there is an easy way of making one i'd aprreciate the how-to info very much. I'd make one myself but when i try to mess with the script of a pawn it ends up with a paralyzed and mentally handicapped pseudo-pawn
Thanks in advance

Re: Co-op with bots
Posted: Mon May 30, 2011 9:05 am
by Gizzy
You could ask casey for his ScriptedBot, or dissect the UT bots code and look at how they're made friendly/follow orders
Re: Co-op with bots
Posted: Mon May 30, 2011 9:15 am
by Draken
I could do that, but idk where my UT disk is atm (probably chillin' in the drawer or something) and when i last tried to mess with code it ended up in crash (I'm skilled at crashing stuff). My question is - is there a easy-medium difficulty way to just make that dumbass stop attacking me in the co-op mode and focus his AI brain on shooting the tentacle on the celling?

Re: Co-op with bots
Posted: Mon May 30, 2011 9:17 am
by Smirftsch
Re: Co-op with bots
Posted: Mon May 30, 2011 9:21 am
by Draken
Thanks, I'll check it out when I'm home.

Re: Co-op with bots
Posted: Fri Jun 03, 2011 1:30 am
by Blu3Haz3
JCoopz surprisingly does have bots
