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redrum Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York |

Posted: Sat Jul 28, 2007 1:34 pm Post subject: Backpacks |

Guys, how can I have a message displayed of the contents of a backpack when it is picked up? Also, how can I get the Frikbots to pick up the backpacks? They don't seem to be aggressive enough in picking them up. I'm running a QW server with the Frikbot mod.
Thanks.
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Orion Joined: 12 Jan 2007 Posts: 413 Location: Brazil |

Posted: Sat Jul 28, 2007 3:42 pm Post subject: |

Well, to the Frikbots get backpacks I don't know, but to the backpack display the messages, you'll see something like PRINT_LOW in the sprint parameters, change it to PRINT_MEDIUM or PRINT_HIGH in all BackpackTouch sprints. Because some newer clients avoids "you got" messages, because they're PRINT_LOW.
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Monster Joined: 07 Jan 2006 Posts: 94 Location: North Carolina |

Posted: Sat Jul 28, 2007 3:56 pm Post subject: |

I don't think the frikbots have a backpack pickup AI at all. They only will pick them up if they happen to run across one going through their waypoint paths. It would be nice to have that though, then they would be much more of a challenge in 1v1

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Sat Jul 28, 2007 3:58 pm Post subject: |

Just make the bots look at the backpacks as a weapon or an ammo pickup? You could get kind of fancy and have them take note of any victim who was using rl/gl/shaft and if so, their backpack gets a high priority.

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Sat Jul 28, 2007 5:15 pm Post subject: |

Backpacks as a generic item are given a priority of like 5, which is quite low. The reason for the low value is that backpacks often drop into dangerous places , e.g. lava.

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Sat Jul 28, 2007 5:38 pm Post subject: |

I am making this suggestion with the admission that I don't know about qc. Perhaps half a second after the backpack spawns, do a contents check, and if it is found to be in a hazardous material, flag itself as such. Then when bots see the entity, they see the entity's own flag (which it has already calculated and only does so once) and then can weigh it based upon the flag (lava basically being a no-go, slime being a maybe, water being a low risk, and other wise its good). The only time where backpacks are too high of a priority is taking a longer route to health for 25 additional shells...
I played the Frogbot recently, and I noticed on a hard skill, I died while firing rockets at it, and dropped a pack, containing my rl and at least 15 rockets... When I came back to the area (dm6, rl/ra room) I found the bot camping the rl to get more ammo - and not touching my backpack at all which was in plain sight.

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Monster Joined: 07 Jan 2006 Posts: 94 Location: North Carolina |

Posted: Sat Jul 28, 2007 5:42 pm Post subject: |

Cool idea. But what if the backpack is in an unreachable location ? how would the bots know where to go to get the backpack? Maybe have them go to the waypoint closest to the backpack to get it..

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scar3crow Inside3D Staff Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV

Posted: Sat Jul 28, 2007 5:45 pm Post subject: |

I would imagine (and this is still blind thinking regarding qc and fbx) that if it wasn't easy to immediately grab, they would check the route table for a path there, and seeing none, give up on it as it is outside of the reach as determined by the waypointer.

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illithid Joined: 21 Jul 2007 Posts: 14 |

Posted: Mon Aug 06, 2007 4:52 am Post subject: |

The FrikbotX+ mod I uploaded had bots picking up backpacks. I've got a new version but I haven't uploaded it yet.

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illithid Joined: 21 Jul 2007 Posts: 14 |

Posted: Mon Aug 13, 2007 11:58 am Post subject: |

I've uploaded the latest FBX+ and its languishing in the incoming folder of the Frikbot Resource Cube. *sob* http://tlb.quakedev.com/files/fbxways/

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redrum Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York |

Posted: Tue Aug 14, 2007 2:37 pm Post subject: |

Quote:
The FrikbotX+ mod I uploaded had bots picking up backpacks. I've got a new version but I haven't uploaded it yet.

Illithid, what other changes are there in FBX+?
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Dr. Shadowborg Inside3D Staff Joined: 16 Oct 2004 Posts: 726 |

Posted: Tue Aug 14, 2007 5:23 pm Post subject: |

illithid wrote:
I've uploaded the latest FBX+ and its languishing in the incoming folder of the Frikbot Resource Cube. *sob* http://tlb.quakedev.com/files/fbxways/

Whoops, sorry I left it in there so long. I've been kinda busy and distracted again. All three have now been moved to the variants directory.
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illithid Joined: 21 Jul 2007 Posts: 14 |

Posted: Thu Aug 16, 2007 12:09 am Post subject: |

Dr Shadowborg : Thanks. redrum: I rewrote bits of the item pickup priority code, included new waypoints for DM1, DM4, DM5 & DM6, added Deathmatch mode 3 support and random respawn spots. It's nothing fancy actually, but if you observe bot behaviour between the original FBX and FBX+, you'll see the difference.
The source code is included and commented so you can have a look in bot_ai.qc and bot_fight.qc to see the changes I made.
FBX+ basically came out of a need to have a "vanilla" code base for FBXDoom and FBX-PainKeep.

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redrum Joined: 28 Mar 2007 Posts: 367 Location: Long Island, New York |

Posted: Sun Sep 16, 2007 5:25 am Post subject: |

I have exploding backpacks in my mod. Well, they don't really explode they just deal heavy damage (depending on the contents). How can I get the owner of the backpack to get credit for the kill? Here is the code I added to items.qc:

Code:
if (self.ammo_rockets == 12 && (self.ammo_nails >= 200) ) { T_Damage (other, self, self, self.ammo_rockets*500); centerprint(other, "you found an exploding backpack!\n"); }
if (self.ammo_rockets == 11 && (self.ammo_nails >= 225) )
{
T_Damage (other, self, self, self.ammo_rockets*500);
centerprint(other, "you found an exploding backpack!\n");
}

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