FerBotz (new AI, XCGE release 20)

Tawis-karong
Novice
Posts: 11
Joined: Wed Jan 01, 2014 12:28 pm

Re: FerBotz (new AI, release 13)

Post by Tawis-karong »

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.
User avatar
Wises
Godlike
Posts: 1089
Joined: Sun Sep 07, 2008 10:59 am
Personal rank: ...

Re: FerBotz (new AI, release 13)

Post by Wises »

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.
Autoteamballance;

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
UT99.org

Re: FerBotz (new AI, release 13)

Post by UT99.org »

medor wrote:
more info here;
no describ update ? it's for work with FerBotz ?
User avatar
Wises
Godlike
Posts: 1089
Joined: Sun Sep 07, 2008 10:59 am
Personal rank: ...

Re: FerBotz (new AI, release 13)

Post by Wises »

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?

:)
UT99.org

Re: FerBotz (new AI, release 13)

Post by UT99.org »

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 ? :tu: or there is mismatch online.
Tawis-karong
Novice
Posts: 11
Joined: Wed Jan 01, 2014 12:28 pm

Re: FerBotz (new AI, release 13)

Post by Tawis-karong »

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 :loool:
Higor
Godlike
Posts: 1866
Joined: Sun Mar 04, 2012 6:47 pm

Re: FerBotz (new AI, release 13)

Post by Higor »

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/
Tawis-karong
Novice
Posts: 11
Joined: Wed Jan 01, 2014 12:28 pm

Re: FerBotz (new AI, release 13)

Post by Tawis-karong »

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.
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: FerBotz (new AI, release 13)

Post by papercoffee »

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.
User avatar
Dr.Flay
Godlike
Posts: 3347
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: FerBotz (new AI, release 13)

Post by Dr.Flay »

What it needs is something like JaFO's Botmanager
http://members.chello.nl/~r.dautzenberg/news.html
User avatar
Wises
Godlike
Posts: 1089
Joined: Sun Sep 07, 2008 10:59 am
Personal rank: ...

Re: FerBotz (new AI, release 13)

Post by Wises »

Damn it Higor!.. keep it simple bro lmfao.

only part I understand is ;
Mutate commands work when called by:
- Local player.
- Admin player.
- Automated tool.
And from what I can tell from all of this is that it don;t work with the 'Automated Tool' which is ATB.

tsktsk..
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: FerBotz (new AI, release 13)

Post by papercoffee »

Dr.Flay wrote:What it needs is something like JaFO's Botmanager
http://members.chello.nl/~r.dautzenberg/news.html
With this can I use FerBotz too?
Higor
Godlike
Posts: 1866
Joined: Sun Mar 04, 2012 6:47 pm

Re: FerBotz (new AI, release 13)

Post by Higor »

By automated tool I mean this:

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);
}
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.
User avatar
Wises
Godlike
Posts: 1089
Joined: Sun Sep 07, 2008 10:59 am
Personal rank: ...

Re: FerBotz (new AI, release 13)

Post by Wises »

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.
User avatar
Chamberly
Godlike
Posts: 1963
Joined: Sat Sep 17, 2011 4:32 pm
Personal rank: Dame. Vandora
Location: TN, USA
Contact:

Re: FerBotz (new AI, release 13)

Post by Chamberly »

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. :loool:
Post Reply