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Bots for HL2 deathmatch


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Kenchi
Member
Join Date: Feb 2005
Location: Steam
Old 07-18-2006 , 08:49   Bots for HL2 deathmatch
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When would that be a reality? Wish that some of you guys could help out in making to what seems impossible to do since halflife, creating bots for HalfLife 2eath Match . That makes HL2 a challenge, hope that one day this would be possible ;)
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Last edited by Kenchi; 07-18-2006 at 08:54.
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b3n5015se
Junior Member
Join Date: Nov 2005
Old 07-18-2006 , 23:26   Re: Bots for HL2 deathmatch
Reply With Quote #2

there is a bot for hl2dm

hpb bot 2 was made awhile back but it doesnt move
same thing with rcbot's edited hpb bot 2


its on bots untited along with its source code..
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Kenchi
Member
Join Date: Feb 2005
Location: Steam
Old 07-26-2006 , 01:49   Re: Bots for HL2 deathmatch
Reply With Quote #3

Ya I've used them, even read their discussions about them (creators of these bots) but somehow every update in the HL system specially Steam, it seems that their bots doesn't work due to some codes that have been replaced or deleted, like the codes for the plugin DM which doesn't work anymore, sad though there are people tryin hard to create these things and at the end a failure, how come? Keep up the good work guys, sure hope though that this would be a reality in the near future.
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CS is Love, CS is the source of Love. CS made me the person I am today, ^_º A little bit weird... rofl


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Trent-Resnor
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Join Date: Jan 2007
Location: Ontario, Canada
Old 01-04-2007 , 02:15   Re: Bots for HL2 deathmatch
Reply With Quote #4

Well, the thing is with HL2DM, if you look at the source code, they never really made the computer think. all they did was made a fake player that walks randomly to cordinates that exist.
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tadoom
Junior Member
Join Date: Jan 2007
Old 01-18-2007 , 00:28   Re: Bots for HL2 deathmatch
Reply With Quote #5

All bots do that dont they?
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cybermind
Senior Member
Join Date: Oct 2004
Old 01-18-2007 , 23:18   Re: Bots for HL2 deathmatch
Reply With Quote #6

Most bots will take into account nearby items, nearby enemies, and other factors that could change the decision of where to go. The underlying movement is based on waypoints though.
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