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Slothman

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Everything posted by Slothman

  1. Progress is being made on this script, Bots are now capable of attacking eachother, they can decide who to attack based on teams, and their fighting styles are tweaked for improvement. at this stage in development the bots are ready to be plugged into a gamemode with only a few minor tweaks. things that need doing still that i was hoping for help with: * a bot path editor - something to simplify the process of laying out the path nodes for bots. * a gui for teammates to tell their team's bots what to do (i was hoping for something sorta swat4 style) * a gamemode to plug the bots into, could be team based or pure dm, anything that requires fighting. anyone willing to help or wanting to take advantage of the bots for their gamemode/server, contact me here or irc and not only will i provide the ai code, but i'll help integrate it into your game. think about it, your gamemode could be the first mta gamemode to have bots!
  2. just tested, seems fine to me, whats the problem exactly?
  3. new update!!! a small update, but no point in waiting any longer. check out the brainy zombie skin (skin 212), im especially proud of that one * 4 more zombie skins * no collision for zombies that have been de-animated * stopped existing zombies from talking when joining a server Theres been a lot of talk about gamemodes to go along with this script, Capitanazo has started a gamemode called "against all" thats basically a race to a finish line while surrounded by zombies. I was always intending on making my own gamemode to go along with zombies once the script is somewhat complete, so heres a few options. Please let me know which would be most fun to play, or if you have a better idea I'm all ears. 1:A DEFENSE GAME a gamemode where you must protect a base from waves of attacking zombies. players would have to try to conserve ammo and a time limit would trigger the end of the round. 2:A RESCUE GAME a gamemode where you locate surviver peds that arent turned, and escort them to a rescue point. creating ai peds isnt the hard part, the difficulty will be making zombies chase peds and players. this would be the most challengin gameplay imo, cause its easy to kill loads of zombies, but to do it while trying to save peds, not so much. 3: L4D style "get to the end of the map" game problem here is i don't think this would be too challenging, players can generally sprint by zombies if they wanted to get somewhere. i could make it so players have to kill all the zombies before getting to the next area, or fulfill a certain quota. 4:A SURVIVAL GAME a game where player have to leave their base to collect supplies like food, water, weapons, and ammo. players would have to make sure no zombies follow them home. this could be combined with the above rescue game. 5: AN INFECTION GAME in addition to all the ped zombies, 1 player would be chosen as a zombie and must try to infect all other players. there is already a private gamemode similar to this already that doesnt use ped zombies (who knows why they dont, cause it would work ) IF ANYONE IS INTERESTED IN ORGANIZING A HALLOWEEN ZOMBIE SLAUGHTER EVENT, CONTACT ME!
  4. yeah, i notice that on some servers, ill definitly look into it for the next update. im also gonna start removing colllision from dead zombies, cause its getting to be a pain trying to walk around em sometimes. that plus hopefully more skins (still looking for help in that department)
  5. looks like theres a server running called "!Zombie Storm" thats running Ztown in CDM, you can find it in the server browser
  6. Hobo: A Homeless Class script for freeroam/RPG https://community.multitheftauto.com/index.php?p=resources&s=details&id=477 This script allows selected players to root through garbage bins with their bare hands in order to find weapons, health, armor, and tin cans that can be redeemed at recycle centers for cash. The server can determine who is a bum by skins or team name. HOW TO USE PLEASE READ THESE INSTRUCTIONS SERVER: 1: move the 3 zip files name LStrash.zip, LVtrash.zip, and SFtrash.zip to the resource directory (these are seperate resources that contain the map files of trash locations) 2: pick out the method of selecting hobos (skins or team name) in the beginning of hobo_client.lua 3: start the hobo resource and the map resource corresponding to the city your server uses (DO NOT USE ALL AT ONCE!) PLAYERS: 1: Walk over to a "T" blip and use the aim button while not holding a weaponand get your reward. 2: redeem your tin cans at the "R" blip for cash.
  7. DOWNLOAD The Dried Up Dam: A Stealth map by Slothman Features: -a Tram that moves back and forth on the map that can carry passengers. -zombie spawnpoints for servers running the Zombie resource. -lots of cover and pathways to get around I decided to put out another map, but this one took a little more effort than I thought. I made it too big at first, then kept shrinking it down over and over untill it got to a reasonable size. It's still pretty wide open, so watch out for snipers!
  8. Slothman

    [MAP]Alcatraz

    yeah, not too bad, one could easily script a way to keep players from leaving that place for rpg/freeroam
  9. not quite the same as the drunk swaying camera, but explosions are better than nothing i suppose
  10. triggering an event has always tripped me up before, heres an example before you run this inside a client function, you would need both theTruck and cargoValue as valid arguements above it. triggerServerEvent ( "onTruckUpdate", theTruck, cargoValue ) "onTruckUpdate" is the event that i just triggered, with the theTruck as the source and cargoValue as the first arg. then after that, in the server: addEvent( "onTruckUpdate", true ) function setTruckCargo ( cargoValue ) --the function goes in here, and you can call up the arg cargoValue, and refer to theTruck as source end addEventHandler( "onTruckUpdate", getRootElement(), setTruckCargo )
  11. actually, no. go check out the resource if you want to know how it was done
  12. the bots dont know where you are automatically, so it might move any direction it wants untill it sees you. as far as it getting stuck, i think i know the location your talking about, i had thought i had created a path for all the trickiest spots, but it turns out theres a few snags that i still need to path out. the bots are smart enough that they would have gotten out of the corner on its own after a bit of time. The shooting is done with max ped stats and a very small delay. as far as my testing went the accuracy was pretty good, someone complained it was too accurate. this is why i wanted to get this script out there, to see how a bot fares against different players with different machines/servers, and yes the bot doesnt yet know what to do when its out of ammo, nor is there weapon switching yet. thanks for trying it out and letting me know what needs adressing. i know a bot will never be as challenging as a real player to fight, but with some help like this we can at least shoot for smarter tan an npc.
  13. not entirely sure what you mean exactly, if you talking about setting up colshapes to effectively "fill in" where bots are allowed to go, it could work, especially on wide open areas. letting them pick random spots within a certain field and checking to see if it could make a path would certainly make movement more dynamic. the drawback is having them semi-randomly wander around marked off areas usually leads to congestion within wider areas, and a sort of funneling effect, not to mention less purposeful movement. overall the way its done right now isnt too far off . bots check line of sight to their target (either hte next pathway point or a player) to see if theres anything in the way, but they also know if somethings stopped them from moving. the paths branch out (obviously) so its not just 1 constant loop they run through. one of the benefits of using paths is that it would be much much simpler for a bot to pick out a route to get to a specific destination (something i hope to acheive) both systems could be implemented, i could create colshapes as virtual barriers to prevent peds from stupidly walking off cliffs, but rely on the paths for when more specific navigation is needed.
  14. for up to date info, click here to skip ahead to the newer info ----------------------------------------------------------------- OLDER PREVIEW HERE SBtest :SlothBot AI bot for Deathmatching I've been experimenting with AI and making a dm bot for a while, not as a main project but something to do when I'm bored. The reason I'm releasing it like this is because it's not quite completed yet, but most of the bot behaviour for combat is already scripted and I'm looking for feedback/suggestions/help. The bot works off a path system that tells it which directions it can move, but its not so stiff that it stays on rails all the time. I compiled it because I would prefer people don't try to adapt this script in its unfinished form, as it wouldnt result in a very good game as it is. Consider this a "demo", its fun enough to spawn in the army base and fight some semi-intelligent bots, but its really just a glimpse of the potential. INSTRUCTIONS: 1: move the SBtest dir into your mta server resources directory 2: start the resource ("start SBtest" in server console) 3: join the server 4: spawn bots using the following command: spawnbot SKIN WEAPONID AMMO eg: "spawnbot 287 27 99" in the client console (without the quotes) will create a bot using the army skin with a combat shotgun that has 99 shells 5: fight the bots 6: let me know what you think!!! I'm looking for feedback on what features people want added, where the bots might be made more intelligent, not challenging enough? too challenging? does the whole thing suck and i should give up? what sort of gamemode would you like to see use this? any questions or comments at all really. -------features i hope to implement in the "real" release--------- -editor addon so mappers can make bot paths for their own maps -team mode where a bot will listen to a players instructions and follow the player around -more advanced path instructions (so the path tells the bot if theres a spot it needs to jump/sprint/duck) -some sort of method to allow gamemode developers to plug the bot into their game easily If any *EXPERIENCED* scripters who have a gamemode that might benifit from this script, feel free to contact me in the MTA forum (https://forum.multitheftauto.com) or irc (gtanet.com/#mta) Special thanks to the usual people, the MTA devs, the MTA QA team, erorr404 for help with the path node script, EvgeniZ for the rigorous "testing", and everyone else who helped me get unstuck when my brain shuts off.
  15. doing things serverside whenever possible makes things moe secure and reduced downloads when people connect. i would reccomend doing things serverside whernever possible. there are many things that can only be done clientside however. and there are some instances when you need a faster reaction time than a server script can provide (for example a marker getting hit)
  16. I know there are some servers that run it, none that have been brought to my attention though, (lemme know if you see one) the problem is that because this is a script, not a gamemode, its not really searchable. as far as where to put the resources, thats basic info about how to run a server, you can find out how to run an MTA server in lots of other places.
  17. yeah that zombie mod in the server browser is a different thing altogether, and they dont even have the good sense to run my script alongside it (even though they should be cross compatible) anyhow, running it is the same as any other script, heres the idea though: you will need: 1- a gamemode (cdm, stealth, freeroam, ctf, etc) 2- the zombie resource 3- a map that contains zombie spawnsz start the zombie resource (in server console "start zombies" works (without quotes) so you start your gamemode, change the map to the one you have that contains the spawnpoints, then voila
  18. no. go to this page learn how to fix that. https://forum.multitheftauto.com/viewtopic.php?f=104&t=15151
  19. https://community.multitheftauto.com/index.php?p=resources&s=details&id=458 Settle arguements like a gentleman, by punching the crap out of eachother! Another script in the Slothman collection for Rpg/freeroam servers. This script allows players to go inside the gym in Las Venturas and compete in a boxing match, while allowing spectators to wager on the outcome. full feature list: -restricts players fighting while in the gym. -allows 2 players to fight at a time. -changes players to boxer skins/boxing style fighting. -ends the match when hp gets low, before anyone dies. -restores the boxers armor, health, skin, and fighting style back to normal when the fight is over. -allows spectators to place $25 bets on the fight -rewards the winning boxer with cash -as always, script is written to work with any freeroam/rpg script you may be using. and not interfere with the game when started or stopped. Please download, play, rate, comment, whatever. And if you like this script, you should try my other scripts that are designed for rpgs/freeroam like legalsystem, photographer, skysurf, and most of all, ZOMBIES
  20. w00t, press! Thanks to Scarface for the coverage, maybe some talented photoshopper will see it and offer to make a few zombie skins
  21. - from The Book of SlothThat's right, a new update, that fixed all the small things that kept this script from perfection! -fixed debug errors -fixed police markers -added more police vehicles -fixed wanted blips **- added ability to choose how the script tells whos a cop, either by a table of skins, or by teamname. this is all set on the fly with server variables! (detects cops on spawn) -many many other bug fixes. Anyhow, just download it HERE then rate and comment. and if you find a bug, no matter how minor, please report it in this thread or somewhere i will see it. not only will I try to fix it, but it'll also deflate my ego, which is good for everyone.
  22. ...and that seems like the perfict time to bring up the fact that i updated legalsystem (partly due to bravo's need for a better team system) https://community.multitheftauto.com/index.php?p=resources&s=details&id=292 I'ts sorrt of self-explanitory, but I'll go into the details in the scripts forum topic HERE
  23. well, im not, but it would certainly be nice if there were some skinners out there willing to help
  24. in the meantime:https://wiki.multitheftauto.com/index.php?title=CDM
  25. Slothman

    Pedestrians?

    meh, im an attention whore
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