FerBotz (new AI, XCGE release 20)
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Re: FerBotz (new AI, release 13)
Because of the slow connection only play with bots. Is there a way to set autoteambalance (for example, mutator) when adding FerBotz via MUTATE ADDBOTZ? They select team randomly & often can be red 15-5 blue matches.
Re: FerBotz (new AI, release 13)
Autoteamballance;Tawis-karong wrote:Because of the slow connection only play with bots. Is there a way to set autoteambalance (for example, mutator) when adding FerBotz via MUTATE ADDBOTZ? They select team randomly & often can be red 15-5 blue matches.
http://neuralyte.org/~joey/ut/AutoTeamB ... elease.zip
+ Update;
http://neuralyte.org/~joey/ut_releases/ ... mBalance.u
more info here;
http://www.unrealadmin.org/forums/showt ... hp?t=23777
Re: FerBotz (new AI, release 13)
medor wrote:no describ update ? it's for work with FerBotz ?more info here;
Re: FerBotz (new AI, release 13)
assumed that ATB would balance botz..
does it not do this?
if you set it to record botz scores it should stack them .. also .. it forces even teams so I don;t see why not?
does it not do this?
if you set it to record botz scores it should stack them .. also .. it forces even teams so I don;t see why not?
Re: FerBotz (new AI, release 13)
medor wrote:So there is
AutoTeamBalance-1.5_HighScores_release.zip
maybe name it
AutoTeamBalance-1.5.1_HighScores_release.zip and add modify the readme for support botz ? or there is mismatch online.
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Re: FerBotz (new AI, release 13)
Thanks for reply, but it didn't help. Due to botz's scores are different (but realy they have the same skill) it talks that teams are well balanced when, for example, red team have 13 players to 6 bots on blue team
Re: FerBotz (new AI, release 13)
If you type MUTATE ADDBOTZ HELP, you get these lines on your console.
- FORMAT: mutate ADDBOTZ #name# #team# #skill# #accuracy# #looks# #camp#
- Use underscore as null parameters _
- Team can be like 'GREEN' or '2' (*1)
- "#Looks# format: class;skin;face;voice. Using_localizations_like_this (EX: male_soldier;marine;malcom;male_two)
- SKILL: 0 < 7, ACCURACY: 5 < 0, CAMP: chance
Example usage:
- 3 random bots on red team: MUTATE ADDBOTZ _ 0
- Xan on Blue: MUTATE ADDBOTZ Xan 1 7 1 boss;boss;xan;robot 0
=================
Premade teams (*3)
Type MUTATE ADDBOTZFACTION HELP and these lines will come up:
- FORMAT: mutate ADDBOTZFACTION #name# #amount# #team# #modifier#
- Use underscore as null parameters _
- Faction name must not have spaces
- Team be like 'GREEN' or like '2'
- Modifiers: EASY o HARD to modify skill
Examples:
- Xan's team, 5 ppl on blue: MUTATE ADDBOTZFACTION the_corrupt 5 1 HARD
- 2v2 XC_Force team: MUTATE ADDBOTZFACTION XC_Force 2 0 ; MUTATE ADDBOTZFACTION XC_Force 2 1 (*2)
Mutate commands work when called by:
- Local player.
- Admin player.
- Automated tool.
*1 - Team indexes: 0-red, 1-blue, 2-green, 3-gold, leave _ for random.
*2 - Skin is SoldierSkins_XC_, I can send via PM or you may cache convert the package from the development server.
*3 - Team list is:
---- The_Corrupt
---- Dark_Phalanx
---- Blood_Reavers
---- Thunder_Crash
---- Iron_Guard
---- XC_Force
The only balancer capable of balancing BotZ is in test stage on the development server, an old-unstable version can be acquired here http://www.unrealkillers.com/f68/advanc ... ncer-2821/
- FORMAT: mutate ADDBOTZ #name# #team# #skill# #accuracy# #looks# #camp#
- Use underscore as null parameters _
- Team can be like 'GREEN' or '2' (*1)
- "#Looks# format: class;skin;face;voice. Using_localizations_like_this (EX: male_soldier;marine;malcom;male_two)
- SKILL: 0 < 7, ACCURACY: 5 < 0, CAMP: chance
Example usage:
- 3 random bots on red team: MUTATE ADDBOTZ _ 0
- Xan on Blue: MUTATE ADDBOTZ Xan 1 7 1 boss;boss;xan;robot 0
=================
Premade teams (*3)
Type MUTATE ADDBOTZFACTION HELP and these lines will come up:
- FORMAT: mutate ADDBOTZFACTION #name# #amount# #team# #modifier#
- Use underscore as null parameters _
- Faction name must not have spaces
- Team be like 'GREEN' or like '2'
- Modifiers: EASY o HARD to modify skill
Examples:
- Xan's team, 5 ppl on blue: MUTATE ADDBOTZFACTION the_corrupt 5 1 HARD
- 2v2 XC_Force team: MUTATE ADDBOTZFACTION XC_Force 2 0 ; MUTATE ADDBOTZFACTION XC_Force 2 1 (*2)
Mutate commands work when called by:
- Local player.
- Admin player.
- Automated tool.
*1 - Team indexes: 0-red, 1-blue, 2-green, 3-gold, leave _ for random.
*2 - Skin is SoldierSkins_XC_, I can send via PM or you may cache convert the package from the development server.
*3 - Team list is:
---- The_Corrupt
---- Dark_Phalanx
---- Blood_Reavers
---- Thunder_Crash
---- Iron_Guard
---- XC_Force
The only balancer capable of balancing BotZ is in test stage on the development server, an old-unstable version can be acquired here http://www.unrealkillers.com/f68/advanc ... ncer-2821/
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Re: FerBotz (new AI, release 13)
Thank you for help & for beautiful bots, Higor. You solve my problem.
Last edited by Tawis-karong on Mon Jan 27, 2014 3:58 pm, edited 1 time in total.
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Re: FerBotz (new AI, release 13)
It really needs a bot menu like the default one to be mainstream-compatible ...and for people like me who doesn't get this commands.
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Re: FerBotz (new AI, release 13)
What it needs is something like JaFO's Botmanager
http://members.chello.nl/~r.dautzenberg/news.html
http://members.chello.nl/~r.dautzenberg/news.html
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Re: FerBotz (new AI, release 13)
Damn it Higor!.. keep it simple bro lmfao.
only part I understand is ;
tsktsk..
only part I understand is ;
And from what I can tell from all of this is that it don;t work with the 'Automated Tool' which is ATB.Mutate commands work when called by:
- Local player.
- Admin player.
- Automated tool.
tsktsk..
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Re: FerBotz (new AI, release 13)
With this can I use FerBotz too?Dr.Flay wrote:What it needs is something like JaFO's Botmanager
http://members.chello.nl/~r.dautzenberg/news.html
Re: FerBotz (new AI, release 13)
By automated tool I mean this:
That's the mutator that makes sure it's Aegor you face in the FLAK challenge, it also has the addition of making said bot taunt like Xan does.
Code: Select all
class AegorChallenge expands Mutator;
var Pawn Aegor;
auto state Challenge
{
Begin:
TournamentGameInfo(Level.Game).bRatedGame = false;
TournamentGameInfo(Level.Game).bDisallowOverride = false;
Sleep(3);
ClearName();
Level.Game.BaseMutator.Mutate("addbotzlist Aegor", none);
While ( Aegor == none )
{
FindAegor();
Sleep(1);
}
While ( Aegor.Weapon == none )
Sleep( FRand() );
InitialTaunt();
}
function ClearName()
{
local PlayerReplicationInfo PRI;
ForEach AllActors (class'PlayerReplicationInfo', PRI)
{
if ( PRI.PlayerName ~= "Aegor" )
Level.Game.ChangeName( Pawn(PRI.Owner), "Player", false);
}
}
function FindAegor()
{
local pawn P;
ForEach AllActors (class'Pawn', P)
{
if ( P.IsA('Botz') && P.PlayerReplicationInfo.PlayerName ~= "Aegor" )
{
Aegor = P;
return;
}
}
}
function InitialTaunt()
{
local int R;
R = Rand(7) + 6;
if ( R == 10 )
R = 8;
Aegor.SendGlobalMessage(None, 'TAUNT', R, 3);
}
Re: FerBotz (new AI, release 13)
ahh i see..
perhaps you could look into allowing it to be controlled by ATB as well then?
would help non-coders to setup server's with it more easily perhaps.
also.. still don't work with SmartCTF.. and XserverQuery ... may need to get you to investigate sometime.
perhaps you could look into allowing it to be controlled by ATB as well then?
would help non-coders to setup server's with it more easily perhaps.
also.. still don't work with SmartCTF.. and XserverQuery ... may need to get you to investigate sometime.
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Re: FerBotz (new AI, release 13)
Higor, get with me. I can't even make the bots on my server... O_o lol.
Someone just wanted to play.
Edit: Nvm, sitting in the last column as figured.
Someone just wanted to play.
Edit: Nvm, sitting in the last column as figured.