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

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

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  • S3VDITOundefined Offline
    S3VDITOundefined Offline
    S3VDITO
    wrote on last edited by
    #20

    VERsingthegamez
    not yet.
    I can’t implement some functions for bots due to problems in Chai.

    VERsingthegamezundefined 1 Reply Last reply
    1
    • S3VDITOundefined S3VDITO

      VERsingthegamez
      not yet.
      I can’t implement some functions for bots due to problems in Chai.

      VERsingthegamezundefined Offline
      VERsingthegamezundefined Offline
      VERsingthegamez
      wrote on last edited by
      #21

      S3VDITO limitations or just problems that you have not learned?

      1 Reply Last reply
      0
      • S3VDITOundefined Offline
        S3VDITOundefined Offline
        S3VDITO
        wrote on last edited by
        #22

        VERsingthegamez
        limitations

        VERsingthegamezundefined 1 Reply Last reply
        0
        • 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
          0
          • 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
            0
            • 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
                  0
                  • 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
                        0
                        • 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
                          0
                          • 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

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