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  3. [Preview][Animated movement(not fully)] AIBots

[Preview][Animated movement(not fully)] AIBots

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  • VERsingthegamezundefined Offline
    VERsingthegamezundefined Offline
    VERsingthegamez
    wrote on last edited by
    #25

    any new updates?

    S3VDITOundefined 1 Reply Last reply
    0
    • VERsingthegamezundefined VERsingthegamez

      any new updates?

      S3VDITOundefined Offline
      S3VDITOundefined Offline
      S3VDITO
      wrote on last edited by
      #26

      VERsingthegamez not yet

      VERsingthegamezundefined 1 Reply Last reply
      0
      • S3VDITOundefined S3VDITO

        VERsingthegamez not yet

        VERsingthegamezundefined Offline
        VERsingthegamezundefined Offline
        VERsingthegamez
        wrote on last edited by
        #27

        S3VDITO the anticipation is killing me. 😧

        1 Reply Last reply
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        • INeedGamesundefined Offline
          INeedGamesundefined Offline
          INeedGames
          wrote on last edited by
          #28

          Cool work!

          1 Reply Last reply
          0
          • VERsingthegamezundefined Offline
            VERsingthegamezundefined Offline
            VERsingthegamez
            wrote on last edited by
            #29

            any update?

            1 Reply Last reply
            0
            • S3VDITOundefined Offline
              S3VDITOundefined Offline
              S3VDITO
              wrote on last edited by
              #30

              Further development is on hold, i am waiting for the PlutoIW5 update to continue what i started.

              VERsingthegamezundefined 1 Reply Last reply
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              • S3VDITOundefined S3VDITO

                Further development is on hold, i am waiting for the PlutoIW5 update to continue what i started.

                VERsingthegamezundefined Offline
                VERsingthegamezundefined Offline
                VERsingthegamez
                wrote on last edited by
                #31

                S3VDITO what update?

                S3VDITOundefined 1 Reply Last reply
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                • VERsingthegamezundefined VERsingthegamez

                  S3VDITO what update?

                  S3VDITOundefined Offline
                  S3VDITOundefined Offline
                  S3VDITO
                  wrote on last edited by
                  #32

                  VERsingthegamez updating the script engine, which is unlikely, but possible

                  1 Reply Last reply
                  0
                  • RmRsundefined Offline
                    RmRsundefined Offline
                    RmRs
                    wrote on last edited by
                    #33

                    I'm actually looking forward to the development of this. I really want bots to move, even if its just walking. So I can use them as target practice. Good luck

                    1 Reply Last reply
                    2
                    • S3VDITOundefined S3VDITO

                      Since I try to make Survival Mod, the first thing I started is the bots, or rather their logic of movement and attack.

                      At the moment I only implemented LookLogic (not fully)

                      This is just a preview, I think in the future I can give the bots full logic, but my plans are only related to Survival Mod, I do not consider other modes yet (FFA is currently working)

                      Send me PM, if you have any ideas for realizing

                      Watching logic
                      https://www.youtube.com/watch?v=RDlMABVC9Vw

                      Move logic
                      https://www.youtube.com/watch?v=N81LXQvNl3k

                      Animated move
                      https://www.youtube.com/watch?v=3brC8vSBS1w

                      Implemeted:

                      1. Look logic (default target player with num 0)
                      2. Move logic (default target player with num 0) IF BOT SEE YOU
                      3. Animated movement

                      [this list will be updated]

                      Download only look logic

                      Download move logic added

                      Download movement animation added

                      Source:

                      // This is preview version 
                      // This is only the beginning of creating bots with the logic of movement and attack, 
                      // but first of all I want to create Survival mode, so do not expect bots that can play in TDM, FFA, DZ and other.
                      // I guess I would do it after creating this script
                      
                      // AIBots by S3VDITO
                      // Ver 0.0.0.3
                      // Realized: 
                      // 1 - watching for player function (not works now)
                      // 2 - move logic [not fully] [without check collision] (in progress...)
                      // 3 - animated movement
                      
                      gsc.setDvar("testClients_doAttack", 0);
                      gsc.setDvar("testClients_doCrouch", 0);
                      gsc.setDvar("testClients_doMove", 0);
                      gsc.setDvar("testClients_doReload", 0);
                      gsc.setDvar("testClients_doWatchKillcam", 0);
                      
                      gsc.setDvarIfUninitialized("testClients_doSpeed", 4);
                      
                      global bot_speed = to_float(gsc.getDvar("testClients_doSpeed"));
                      
                      global bots_list = [];
                      
                      global player_target_list = [];
                      
                      level.onNotify("connected", fun(args) {
                      	var player = args[0];
                      	print(player.getGuid().find("bot"));
                      	if(player.getGuid().find("bot") != 0)
                      	{
                      		print("Player connected");
                      		player_target_list.push_back_ref(player);
                      	}
                      });
                      
                      level.onNotify("prematch_done", fun(args) {
                      	if(gsc.getDvar("g_gametype") == "dm") {
                      		for(var entRef = 0; entRef < 18; ++entRef)
                      		{
                      			var tempEntBot = gsc.getEntByNum(entRef);
                      			if(tempEntBot.getGuid().find("bot") == 0)
                      			{
                      				var animBody = gsc.spawn("script_model", tempEntBot.getOrigin());
                      				animBody.setmodel("mp_body_delta_elite_assault_ab");
                      				animBody.notsolid();
                      				
                      				animBody.LinkTo(tempEntBot, "tag_origin", [-4, 0, -1], [-4, 0, -1]);
                      				
                      				bots_list.push_back_ref(tempEntBot);
                      				
                      				setInterval(fun[tempEntBot, animBody]() { 
                      					botMove(tempEntBot, gsc.getEntByNum(0), animBody); 
                      				}, 50);
                      				
                      				setInterval(fun[animBody]() { 
                      					animBody.scriptModelPlayAnim("pb_stumble_pistol_walk_forward");
                      				}, 1000);
                      			}
                      		}
                      	}
                      });
                      
                      def botMove(bot, target, animModel)
                      {		
                      	var bot_weapon_origin = bot.getTagOrigin("tag_weapon_left");
                      
                      	HideTestClientParts(bot);
                      	
                      	if(LockSightTest(bot, target) == false)
                      	{
                      		// animModel.scriptModelPlayAnim("pb_stand_alert_pistol");
                      		return;
                      	}
                      	else
                      	{
                      		
                      	
                      		var angle = gsc.vectorToAngles([target.getTagOrigin("j_helmet")[0] - bot_weapon_origin[0], target.getTagOrigin("j_helmet")[1] - bot_weapon_origin[1], target.getTagOrigin("j_helmet")[2] - bot_weapon_origin[2]]);
                      		bot.setPlayerAngles(angle);
                      		
                      		// Spaming field bug =(
                      		//animModel.set("angles", bot.getPlayerAngles());
                      	}
                      	
                      	var moveTarget = target.getOrigin();
                      	var distance = gsc.distanceSquared(moveTarget, bot.getOrigin());
                      	if(gsc.distance(moveTarget, bot.getOrigin()) <= 64)
                      	{
                      		// bot_speed = 0;
                      	}
                      	else
                      	{
                      		bot_speed = to_float(gsc.getDvar("testClients_doSpeed"));
                      		var normalize = gsc.vectorNormalize([moveTarget[0] - bot.getOrigin()[0], moveTarget[1] - bot.getOrigin()[1], moveTarget[2] - bot.getOrigin()[2]]);
                      		bot.setOrigin([bot.getOrigin()[0] + normalize[0] * bot_speed, bot.getOrigin()[1] + normalize[1] * bot_speed, bot.getOrigin()[2] + normalize[2] * bot_speed]);
                      	}
                      }
                      
                      def HideTestClientParts(bot)
                      {
                      	bot.hidepart("j_ankle_le");
                      	bot.hidepart("j_hiptwist_le");
                      	bot.hidepart("j_head");
                      	bot.hidepart("j_helmet");
                      	bot.hidepart("j_eyeball_le");
                      	bot.hidepart("j_clavicle_le");
                      }
                      
                      
                      // Stolen from _stinger.gsc :)
                      def LockSightTest(self, target)
                      {
                      	var eyePos = self.GetEye();
                      	
                      	var passed = gsc.SightTracePassed(eyePos, target.getOrigin(), false, target);
                      	if ( passed == 1)
                      	{
                      		return true;
                      	}
                      
                      	var front = target.GetPointInBounds(1, 0, 0);
                      	passed = gsc.SightTracePassed( eyePos, front, false, target );
                      	if (passed == 1)
                      	{
                      		return true;
                      	}	
                      
                      	var back = target.GetPointInBounds(-1, 0, 0);
                      	passed = gsc.SightTracePassed( eyePos, back, false, target );
                      	if (passed == 1)
                      	{
                      		return true;
                      	}
                      
                      	return false;
                      }
                      
                      
                      dimssadityaundefined Offline
                      dimssadityaundefined Offline
                      dimssaditya
                      wrote on last edited by
                      #34

                      please fix only logic bots mod link, because it's error

                      1 Reply Last reply
                      0

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