Dirk's Server with Bots: 99.190.136.76 | Player Stats


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Bots! Test Release 
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Post Re: Bots! Test Release
It appears you lose bots if you use use gamemap instead of map. :(

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Fri Dec 04, 2009 5:15 pm
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Post Re: Bots! Test Release
if you had to change anything, post the code in the private forum. I might try to work on some bug fixes with the bots.

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Fri Dec 04, 2009 5:25 pm
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Post Re: Bots! Test Release
we have running a dday 5.0 server with bots, and fix the problem of "map" and "gamemap" with the command "sv_allow_map "1"" of r1q2.

but we have problems with the maplist, don't works and in dday3 because don't have nav file for the bots they are so dummies.

i read in the changelog of dday 5.0 a new way to load the maplist but i don't know the use.


Mon Dec 07, 2009 11:48 pm
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Post Re: Bots! Test Release
set sv_maplist "dday inland doomtown outpost invade1"

like that

and slightly updated code:
http://www.ddaydev.com/dday504.zip

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Tue Dec 08, 2009 12:45 am
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Post Re: Bots! Test Release
201.238.222.64:10130

pd: thanks fafner.


Wed Dec 09, 2009 10:21 pm
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Post Re: Bots! Test Release
There's a couple new .nav files running on Dirk's server. Try gbrdday1, I never liked that map much but it's my favorite one to play with bots now.

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Thu Dec 10, 2009 3:18 am
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Post Re: Bots! Test Release
Fafner wrote:
There's a couple new .nav files running on Dirk's server. Try gbrdday1, I never liked that map much but it's my favorite one to play with bots now.


Hey whats up with that strange movement you get on some maps,you kill yourself and it's fine after that?

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Fri Dec 11, 2009 8:11 am
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Post Re: Bots! Test Release
I dunno. I tried to fix it in the latest version which is on Dirk's server, but I think it's still there but maybe doesn't happen as often.

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Fri Dec 11, 2009 8:25 am
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Post Re: Bots! Test Release
Dirk give the bot names.when i used to get bored playing q2 chaos,i'd play with the bot files and give em all names.Made it seem that real guys where in control of them,plus it would fuck with a lot of players seeing all those names in the game even though they don't show up in the game finders.

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Tue Dec 22, 2009 9:14 am
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Post Re: Bots! Test Release
That would require hacking the code. Could we get bots created from a random list of names?

like set botnames = "Dirk Fafner Grinder" where it appends Bot to the end.

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Tue Dec 22, 2009 12:36 pm
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Post Re: Bots! Test Release
Added some decent improvements today, they should be a bit better. They can hip shoot now. 8) Also made it so the skill can be adjusted between 0.0 and 3.0 instead of just 0 1 2 or 3.

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Thu Feb 18, 2010 8:03 pm
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Post Re: Bots! Test Release
Is that code now on my server?

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Thu Feb 18, 2010 10:06 pm
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Post Re: Bots! Test Release
yep

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Thu Feb 18, 2010 11:23 pm
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Post Re: Bots! Test Release
The bots actually resemble real players surprisingly well (do they run away from rockets?), except they never do funny things like chase you or throw knives at you. Also, they kinda lag on Dirk's server, at least for me.


Tue Feb 23, 2010 9:54 am
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Post Re: Bots! Test Release
Yep, they run from rockets, and airstrikes, but that doesn't work too well. I added pistol shooting when snipers get close range, that's kinda funny.

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Tue Feb 23, 2010 5:20 pm
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Post Re: Bots! Test Release
The Jap team's samuri is bot.
He needs to get closer for him to be effective, though. He stands back too far.

How about the flamer? I was thinking...same setup as other bots, but the time it stays at a campspot is nil(~1/2 a second). So, it just goes from campspot to campspot, making it's rounds. Maybe have it use both axis and allied campspots.

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Tue Feb 23, 2010 8:12 pm
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Post Re: Bots! Test Release
Oh dear ... A flamer bot!

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Tue Feb 23, 2010 10:25 pm
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Post Re: Bots! Test Release
Dirk wrote:
Oh dear ... A flamer bot!


you can name it richard simmons.

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Tue Feb 23, 2010 10:32 pm
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Post Re: Bots! Test Release
mofo wrote:
Dirk wrote:
Oh dear ... A flamer bot!


you can name it richard simmons.

:lol:


Wed Feb 24, 2010 1:46 pm
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Post Re: Bots! Test Release
Hernou wrote:
try with :
set playerminforbots 20
set maxclients 100
set axisbots 6
set alliedbots 6
map dday1

How come the bots arent showing up? I used all of these commands but nothing changes, not even the max clients. I never had this problem before..

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Sat Feb 27, 2010 9:20 pm
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Post Re: Bots! Test Release
if you're using the latest dll, you have to type "set bots 1" and that's all you need.

You can then change the # bots with axislevel & alliedlevel. and you have to load a new map for a lot of those to change.

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Sat Feb 27, 2010 10:47 pm
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Post Re: Bots! Test Release
I'm trying to change the max clients also but it stays at 1 no matter what i change it to.

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Sat Feb 27, 2010 11:49 pm
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Post Re: Bots! Test Release
delete your config.cfg

try starting a server through the multiplayer menu and changing the # of players there.

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Sun Feb 28, 2010 12:28 am
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Post Re: Bots! Test Release
me i can change macclient, but i can not have more that 6 bots on a map...
I writte set bot 8, the console say : yes for the next map, and in next map i have 6 bot !
(with set alliedbots 4 and axis bots 4) ... :(


Tue Mar 09, 2010 8:22 am
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Post Re: Bots! Test Release
I think it leaves an extra space so the last spot isn't filled. If you want 4 vs 4 you'd need to set maxclients to 10.

And you should use axislevel & alliedlevel. axisbots & alliedbots won't work anymore soon.

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Tue Mar 09, 2010 8:46 am
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