Slothman/Slothbot: Difference between revisions
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This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. Gamemodes can implement the bots as opponents to actual players or as teammates. | This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. Gamemodes can implement the bots as opponents to actual players or as teammates. | ||
= | =CARACTERISTICAS= | ||
'''Teamplay:''' | '''Teamplay:''' | ||
O bot é capaz de identificar amigo de inimigo. | O bot é capaz de identificar amigo de inimigo. |
Revision as of 02:31, 18 March 2019
This is a resource designed to allow scripts or gamemodes to insert a ped into the game that roughly simulates combat with a real player. Gamemodes can implement the bots as opponents to actual players or as teammates.
CARACTERISTICAS
Teamplay: O bot é capaz de identificar amigo de inimigo.
Map Navigation: Quando o bot é colocado em um mapa que tem caminhos adequadamente marcados (veja abaixo como fazer isso), o bot navegará no mapa, procurando inimigos. Sem caminhos, um robô pode pensar ainda por si mesmo, mas não se movimentará como proficientemente.
Aggressiveness: Bots atacará qualquer ped, jogador ou bot que não esteja em seu time.
Cooperation: Bots can automatically team up with teammates (either player or bot) by meeting up with them and sticking together
Advanced movement: If there's obstacles blocking a bots path, the bot will attempt to get around or over it instead of just walking into a wall for eternity
Multiple modes of playing:
- "hunting" - travel pathways until finding an enemy or teammate
- "waiting" - stand still until an enemy of teammate comes into view
- "guarding" - the bot will attack any enemy that comes within sight, but not move from its spawn position
- "following" - the bot will follow a player or bot while attacking enemies
- "chasing" - the bot will attack an enemy bot or player
Gamemode/Script integration: This script provides several functions and events to allow other resources to see and control what the bot's are doing, and even take control of certain behavior.
EDF for map path creation: Integrated into the map editor, map designers can easily place paths for bots to follow along in their maps. this greatly increased the bots ability to simulate true playing.
Server Events
onBotFindEnemy
This triggers when a bot locates an enemy, This event can be cancelled to prevent the bot from chasing players
Parameters
element enemy
- enemy: The Player or Ped the bot has spotted
Source
The source of this event is the Bot that has found an enemy
onBotWasted
This triggers when a bot is killed.
Parameters
element attacker, float weapon, float bodypart
- attacker: The Element that killed the bot
- weapon: The weapon id used to kill the bot
- bodypart: The bodypart id that was hit to kill the bot
Source
The source of this event is the Bot that died
onBotSpawned
This triggers when a bot is spawned.
Source The source of this event is the Bot that spawned
onBotFollow
This triggers when a bot starts following a teammate
Parameters
element leader
- leader: The Player or Ped the bot has started following
Source
The source of this event is the Bot that starts following a teammate
Server Functions
All of these functions will have to be used through the call function, otherwise they won't work
spawnBot
This function spawns a bot ingame, will return the bot element, or false if there was a problem.
Syntax
element spawnBot ( float x, float y, float z, int rotation = 0, [ int skinID = 0, int interior = 0, int dimension = 0, team theTeam = nil, int weapon = 0, string theMode = "hunting", element theModesubject = nil ] )
Required Arguments
- x: The x co-ordinate to spawn the bot at
- y: The y co-ordinate to spawn the bot at
- z: The z co-ordinate to spawn the bot at
- rotation: Rotation of the bot on spawn
Optional Arguments
- skinID: Bots skin on spawn
- interior: Interior the bot will spawn into
- dimension: The ID of the dimension that the bot should be in
- theTeam: The team the bot will join
- weapon: The weapon the ped will carry
- theMode: The action the bot will be performing when spawned (see "modes of playing" above)
- theModeSubject: If theMode is "chasing" or "following" this arg is needed to tell the bot what opponent to chase or teammate to follow
setBotHunt
makes the bot travel pathways until finding an enemy or teammate
Syntax
bool setBotHunt ( element theBot )
Required Arguments
- theBot: The bot you want to hunt
setBotWait
makes the bot stand still until an enemy of teammate comes into view
Syntax
bool setBotWait ( element theBot )
Required Arguments
- theBot: The bot you want to wait
setBotChase
makes the bot attack an anemy bot or player
Syntax
bool setBotChase ( element theBot, element theTarget )
Required Arguments
- theBot: The bot that you want to do the chasing
- theTarget: The bot or player you want to be chased
setBotFollow
makes the bot follow a teammate bot or player
Syntax
bool setBotFollow( element theBot, element theTarget )
Required Arguments
- theBot: The bot that you want to do the following
- theTarget: The bot or player you want to be followed
setBotGuard
makes the bot move to the specific coords and stay there while attacking any enemies
Syntax
bool setBotGuard( element theBot, float x, float y, float z, [ bool priority = false ] )
Required Arguments
- theBot: The bot you want to do the guarding
- x: The X coords you want the bot to guard
- y: The Y coords you want the bot to guard
- z: The Z coords you want the bot to guard
Optional Arguments
- priority: Set to true only if you want the bot to only shoot once it has reached the location to guard
getBotTeam
returns the Team the bot is on, false if no team
Syntax
string getBotTeam ( element theBot)
Required Arguments
- theBot: The bot you want to check the team of
setBotTeam
changes the bot's team and loyalties
Syntax
bool setBotTeam ( element theBot, team theTeam )
Required Arguments
- theBot: The bot you want to change the team of
- theTeam: The team the bot should join
getBotAttackEnabled
returns true if the bot is allowed to attack, false otherwise
Syntax
bool getBotAttackEnabled( element theBot)
Required Arguments
- theBot: The bot you want to check if it can attack
setBotAttackEnabled
allow or disallow the bot to attack (press fire)
Syntax
bool setBotAttackEnabled( element theBot, bool enabled)
Required Arguments
- theBot: The bot you want to set if it can attack
- enabled: set to false to remove the bots ability to attack, true to allow it
getBotMode
returns the mode the bot is in ("chasing", "waiting", "guarding", "hunting", "following") or if the bot is chasing or following, it will return the mode and the target
Syntax
string getBotMode( element theBot)
Required Arguments
- theBot: The bot you want to check the status of
isPedBot
returns true if the ped is a bot, false otherwise
Syntax
bool isPedbot( element thePed)
Required Arguments
- thePed: The ped you want to check if its a bot
setBotWeapon
sets the bots weapon id (ammo is always infinite)
Syntax
bool setBotWeapon( element theBot, float weapon)
Required Arguments
- theBot: The bot you want to set the weapon of
- weapon: the weapon id you want to give the bot
Credits
- Slothman: Bot creator, main scripter
- Gamesnert: EDF creator, scripting, testing
- Dragon: Gamemode creator, testing, scripting help
- EvGeniz: early testing, mapping
Thanks to Everyone else who made suggestions, tested the script, helped when i was stuck, etc