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

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

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  • S3VDITOundefined S3VDITO

    VERsingthegamez
    limitations

    VERsingthegamezundefined Offline
    VERsingthegamezundefined Offline
    VERsingthegamez
    wrote on last edited by
    #23

    S3VDITO limitations you think you can overcome?

    S3VDITOundefined 1 Reply Last reply
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    • VERsingthegamezundefined VERsingthegamez

      S3VDITO limitations you think you can overcome?

      S3VDITOundefined Offline
      S3VDITOundefined Offline
      S3VDITO
      wrote on last edited by
      #24

      VERsingthegamez I can’t say it in advance, but until my efforts bearing works results

      1 Reply Last reply
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      • VERsingthegamezundefined Offline
        VERsingthegamezundefined Offline
        VERsingthegamez
        wrote on last edited by
        #25

        any new updates?

        S3VDITOundefined 1 Reply Last reply
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        • VERsingthegamezundefined VERsingthegamez

          any new updates?

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

          VERsingthegamez not yet

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

                any update?

                1 Reply Last reply
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                • 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
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                      • 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
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                        • 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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