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AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine


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1xAero
Member
Join Date: Feb 2018
Location: Sakha, Russia
Old 06-15-2023 , 00:05   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #21

Quote:
Originally Posted by wirehead1 View Post
Cool... How would you train it to bunnyhop?
Probably same way as double duck, repeatable action with modified velocity (hack?)
And with angles set to forward view.
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Syfon
Junior Member
Join Date: Dec 2022
Old 06-15-2023 , 02:29   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #22

Does the bot see through the smoke?
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1xAero
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Join Date: Feb 2018
Location: Sakha, Russia
Old 06-15-2023 , 04:37   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #23

Quote:
Originally Posted by Syfon View Post
Does the bot see through the smoke?
Yes . Normally there is some checks need to be done inside trace between attacker and victim.

Code:
//Simply trace to target. NOTE: this is just trace example, to check for doors, boxes need to be done more.
stock bool: Function_MonsterDetection(Float: iOrigin[3], Float: fOrigin[3], bool: IGNORE_PLAYER = true)
{
	new TRACE = NULL;
	
	engfunc(EngFunc_TraceLine, iOrigin, fOrigin, (IGNORE_PLAYER ? IGNORE_MONSTERS : DONT_IGNORE_MONSTERS), NULL, TRACE);
    
	new Float: flFraction;
	get_tr2(TRACE, TR_flFraction, flFraction);
    
	/*Should add here view in cone, if you want to make pBot only target
	player on his view angles.*/
	if(flFraction == 1.0)
		return true;
		
	return false;
}
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cyxnzb
Junior Member
Join Date: Apr 2013
Old 06-28-2023 , 00:56   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #24

That's so cool.Sounds like i can use it in my zp mode.
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Sunny C.
Junior Member
Join Date: Jan 2022
Old 06-30-2023 , 07:57   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #25

Can you also add the bots specifically? add_ct / add_t and set the strength?
I am interested in this, but for normal play on the standard maps?what would be the settings for this?
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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 07-10-2023 , 10:47   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #26

I have Zombie Mod, but I don't quite understand how to configure it, the apbs shoot each other and when they are Zombies, they stay still in their place
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Last edited by SoulWeaver16; 07-10-2023 at 10:47.
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1xAero
Member
Join Date: Feb 2018
Location: Sakha, Russia
Old 07-10-2023 , 11:25   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #27

Quote:
Originally Posted by SoulWeaver16 View Post
the apbs shoot each other and when they are Zombies
#define PB_TEAMGAME - should be defined
Quote:
Originally Posted by SoulWeaver16 View Post
they stay still in their place
Move it, if it's the Zombie to the target enemy (Human) origin and let it attack only in close distance (calculate close distance).
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mlibre
Veteran Member
Join Date: Nov 2015
Location: return PLUGIN_CONTINUE
Old 07-10-2023 , 13:32   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #28

It would remain pending to add tasks for the maps de_ in planting and deactivating c4
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1xAero
Member
Join Date: Feb 2018
Location: Sakha, Russia
Old 07-18-2023 , 12:05   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #29

Updated, Half-Life and Adrenaline Gamer QoL


Last edited by 1xAero; 07-18-2023 at 12:06.
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SoulWeaver16
Senior Member
Join Date: May 2021
Location: Uruguay
Old 07-18-2023 , 12:24   Re: AEROBOT.XYZ - Artificial Intelligence template for GoldSource engine
Reply With Quote #30

Is it possible to implement some difficulty system in the future? Like reaction time, strategies and easier to manipulate, in CS 1.6 it's a bit disconcerting that they have 100% accuracy on the head which makes it hard to play
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Extended Arm Weapon Skin v2.1 {16/Apr/23}
(Detect which class is and associate it with the corresponding arms)
SideWeapons v0.2 {01/Sep/22}
(New version of Back Weapons v1.87)

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