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

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

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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

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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. 😧

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          • INeedGamesundefined Offline
            INeedGamesundefined Offline
            INeedGames
            wrote on last edited by
            #28

            Cool work!

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            • VERsingthegamezundefined Offline
              VERsingthegamezundefined Offline
              VERsingthegamez
              wrote on last edited by
              #29

              any update?

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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

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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

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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

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