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Everything posted by Slothman
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having the ability to force a view mode would also be pretty sweet as well
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the whole error message would be helpful. sounds like you could be timing out on a download. does it take a long time to load first?
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for nemesis, you could use my slothbot script and give the bot a minigun.
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there are quite a few problems when using control state, it works, but you have to set the angle and the controlstate clientside to avoid the problem of the zombie going off in its own direction. my Slothbot ai script uses control states. the only reason i use animations with zombies is to get the speed and look of a zombie. 50p's script with the peds that follow you works well because its done onclientredender, so the peds dont have a chance to turn away.
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there seems to be a lot of people pming me and asking me to help them use this resource, so i thought i'd reply to everyone here: I am going to be releasing an update soon that will give gamemodes more control over the zombies with more options, exported functions, and more events triggering. since working on my ai bot i have realized the value of these features. I'm also working to address the method of spawning zombies. the current 2 methods have quite a few drawbacks, and when a player joins a game all the zombies are already spawned elsewhere, leading to a kind of bland first impression. my goal will be to spread the zombies more evenly between players. I'm announcing this ahead of time not only to motivate myself, but to ask the public once again for any new skin submissions. there hasnt been any since the last update, and it would be nice to have a few more. it's almost starting to look like a real zombie apocolypse in there
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how about having a terrorist run into a group of parked cars and detonate
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cool vid. does all the events reset for extra laps?
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exactly, its one of the hardest things to remember is to not use the team name as the team element, even when i was scripting it i forrgot that fact and had to go back and revice it. TheDynho : the new slothbot resource isnt the same as sbtest. that was an older script i made with an early version of the slothbot. in order to use the slothbot now, you need to actually script something to spawn a bot. a cmmand to spawn a bot would be simple, the above script that ahmedkhaled posted is a good example of that. but you could also write a script that spawns bots in a gamemode automatically, or even make something like a marker ingame that when you walk into it, it'll spawn a gang member for you
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looks interesting. a full zombie rpg is something i've considered often, so i'll be watching for this. As always, if you need any extra features added to the zombie script, just ask in the zday thread.
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well, they are pretty easy to kill when you consider headshots, (if you clear the table that lists the helmeted zombies you can make them all easy to kill) but if you really want to make em easy fodder you could set their health really low when they spawn. honestly i've always worried that they are too easy to kill as it is.
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this bot is designed for war, not domestic use. would you let a T-1000 babysit your infant?
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any gamemode creators who need help implementing the bots, or any questions on modifying the script, don't hesitate to ask me. I check the forum and irc religiously, and i really would like to see this bot used (just to prove to myself it wasnt a waste of time)
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that's right, i already exported the functions fom my end. all scripters need to do is use the call function.
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honestly ive never seen the samp bot in action, i hear conflicting stories about what it's capable of. I've really focused on the fighting aspect of the bot so far, but im sure other capabilities wouldnt be hard to add (ie: driving)
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for those interested in seeing what a bot can do, heres a gamemode that uses bots to create a squad of bots at the command of players. the gamemode was written by dragon and ts based on a game from team fortress. really shows off what the bots are capable of. https://community.multitheftauto.com/index.php?p=resources&s=details&id=682
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1: yes, with no waypoints the bots will default to "wait" mode where they will start following teammates when they see them or sart attacking enemies 2: they dont currently enter or exit cars, but thats definitly a feature worth adding. the issue right now is that bots cant get in or out of cars naturally, id probably have to warp them in and out similar to the way arrested players are in my legalsystem script. 3: thats actually part of the gamemode in that server (whish is written by dragon), which will hopefully be released soon. the bots dont naturally have tags or even names, but its clearly possible ot add that stuff.
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RELEASE!! DOWNLOAD HERE MORE INFO HERE This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. gamemodes can implement the bots as opponents to actual players or as teammates. There are currently a few compatible gamemodes ready for release (more info on that soon) but I figured I'd let people get started making your own gamemodes compatable Features Teamplay: The bot is capable of identifying friend from foe Map Navigation: When the bot is placed in a map that has suitable pathways marked out (see below on how to do that) the bot will navigate the map, seeking out enemies. Without pathways, a bot can still think for itself, but wont move around as profficiently. Aggressiveness: Bots will attack any ped, player or bot thats not on it's team. Cooperation: Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together Advanced movement: If theres obstacles blocking a bot's path, the bot will attempt to get around or over it instead of just walking into a wall for eternity Multiple modes of playing: * "hunting" - travel pathways untill finding an enemy or teammate * "waiting" - stand still untill an enemy of teammate comes into view * "guarding" - the bot will attack any enemy that comes within sight, but not move from its spawn position * "following" - the bot will follow a player or bot while attacking enemies * "chasing" - the bot will attack an anemy bot or player Gamemode/Script integration: This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behaviour. EDF for map path creation: Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.
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the "play" gamemode has the spawnpoints in the script itself. btw, i moved your question to the scripting section. because this is where questions belong.
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samp forums block as many references to mta as possible, cause they don't want their users to find out about a much better game (MTA) so it doesnt suprise me links would be censored (thats if the person who posts the link doesnt get banned immediatly and the post deleted)
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yes, well it's nice to see you didn't die in that horrible tranny sex scandal like we have all been telling everyone.
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what gamemode are you running?
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as it is, you can attach to moving vehicles. but it can be buggy sometimes.
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definitly, this is just a test phase, with a script this complex i really want to test it thoroughly.
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sounds genius, definitly giving it a try
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W00t, there is a public server that uses a new and vastly improved bot script! you'll see it in the server browser called eXo-Clan.info||Control Points + AI Bots Server or connect manually with mta2.exo-clan.info:22003 It uses a brand new gamemode created by Dragon based on a well known and enjoyed team fortress gamemode, where the goal is to take over all the control points. But don't worry, you won't be going it alone, To assist you in this endevor you are provided with a squad of 3 bots (scrpted by yours truly) that will fight by our side and obey every order (with a fancy control gui activated with the default B button) Join the server, try it out, if all goes according to plan you should see a full release of the Slothbot that anyone can use to add a whole new level of play to their gamemodes! please post commenst questions, ideas etc, let us know how you like it! *********************************************************************** As far as the bot itself goes, the script will feature a full set of functions and event to easily integrate into almost any gamemode. theres alrady a super awesome edf to plt out pathpoints for bots, written by none other than Gamesnert (who managed to far surpass anything i could concieve of, let alone accomplish) the bot has several different methods of operating that it will automatically switch between on its own, or can be forced into by the gamemode. hunting: goes around the path points looking for enemies to kill or teammates to follow guarding: the bot will plant its feet right where its told to guard and shoot any enemies coming close, if the bot somehow gets moved,it'll go right back and resume. chasing: when a bot sees enemies it'll keep after them while shooting. following: the bot will tag along with a teammate (bot or player) and provide assistance while remaining close waiting: the bot will stay where it is untill it either sees an enemy to chase or a bot to follow. I'm currently working on a wiki page to show all the different functions and events the bot currenty supports, so all you gamemode scripters will soon be able to add bots