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InsideQC Forums • View topic - Getting Frikbots to work in Quakeworld.

Getting Frikbots to work in Quakeworld.

Discuss Artificial Intelligence and Bot programming.

Moderator: InsideQC Admins

Postby redrum » Thu Mar 29, 2007 9:24 pm

It worked! :o

Next problem, getting 2 lines of MOTD. This is what I tried:

float modelindex_eyes, modelindex_player;
void() CheckMOTD =
{
if ((self.motd_count < 7) && (self.motd_time < time)) // 7 == seconds MOTD will display
{
self.motd_time = time + 1;
self.motd_count = self.motd_count + 1;
centerprint(self, "Welcome to Spisi's fragfest!"\n"FFA 15 fraglimit 7 timelimit\"); //Type in you're message here "\n" = new line
return;

}


I can't get that second line to work. "FFA 15 fraglimit 7 timelimit"
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Postby scar3crow » Thu Mar 29, 2007 9:51 pm

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Postby redrum » Thu Mar 29, 2007 10:37 pm

Sweet! Now we're cooking! You guys are extremely helpfull!

Let's see, I've learned to use the compiler :o
and I've learned to create a MOTD :o Nice!

Now, I read in a frikbot readme file that I could change the name of the bots by editing bot_misc.qc which I did. But it did not work. Now I know why, it needed to be compiled!

Now that I am an expert compiler :), I tried to re-compile the frikbot qwprog.dat file. Of course it won't work.

I copied fteqcc.exe and the frikbot qwprog.dat to the folder with all the frikbot.qc files. Then I ran the compiler. It did not create a new qwprog.dat file.

I looked in my qw folder and saw a progs.cfg file. So I copied that as well and changed the filenames within the file to match the frikbot .qc files. That failed as well. What am I doing wrong?
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Postby scar3crow » Thu Mar 29, 2007 10:40 pm

Compiling qwprogs is different because of how QW changes things to make it more optimized for bandwidth - and thus is out of my range, Ive never compiled a qwprogs before (never tried to, never wondered how honestly). I assume its done via command line argument in the compilers, but couldnt say what. Hopefully someone else will respond on that matter.
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Postby redrum » Thu Mar 29, 2007 11:26 pm

What do you make of this:

* Comment out the following functions in defs.qc
sound, stuffcmd, sprint, aim, centerprint, setspawnparms
WriteByte, WriteChar, WriteShort, WriteLong, WriteCoord
WriteAngle, WriteString, WriteEntity


I'm following FrikaC's directions of getting his bots in Quakeworld.
I was doing pretty good until this.

What does he mean comment out?
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Postby scar3crow » Thu Mar 29, 2007 11:38 pm

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Postby Sajt » Thu Mar 29, 2007 11:40 pm

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Postby redrum » Thu Mar 29, 2007 11:51 pm

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Postby redrum » Fri Mar 30, 2007 2:48 am

Hey guys, I'm going insane now.
I followed FrikaC's instructions:

======================================
These installation instructions only apply to QuakeWorld (as does this entire
file). For Normal Quake, please refer to bot.qc

--------------------------------------
To install on a new mod, do all this:
--------------------------------------
Place all included bot*.qc files in the subdirectory "frikbot"
in your source folder, then...

* Add the following lines to progs.src right after the defs.qc line
frikbot/bot_qw.qc
frikbot/bot_way.qc
frikbot/bot_fight.qc
frikbot/bot_ai.qc
frikbot/bot_misc.qc
frikbot/bot_phys.qc
frikbot/bot_move.qc
--------------------------------------
* Comment out the following functions in defs.qc
sound, stuffcmd, sprint, aim, centerprint, setspawnparms
WriteByte, WriteChar, WriteShort, WriteLong, WriteCoord
WriteAngle, WriteString, WriteEntity
--------------------------------------
* Add this to worldspawn() in world.qc, right at the very top, before InitBodyQue();
BotInit(); // FrikBot
--------------------------------------
* add this line to StartFrame() in world.qc, at the very top
BotFrame(); // FrikBot
--------------------------------------
* Add these two lines to PlayerPreThink in client.qc at the very top
if (BotPreFrame()) // FrikBot
return;
--------------------------------------
* Add this line to PlayerPostThink in client.qc at the very top
if (BotPostFrame()) // FrikBot
return;
--------------------------------------
* Add the following line to the very top of Client Connect in client.qc
ClientInRankings(); // FrikBot
--------------------------------------
* Add these lines to the very top of ClientDisconnect in client.qc
ClientDisconnected(); // FrikBot
--------------------------------------
* Add these lines to the very top of SpectatorConnect in spectate.qc
ClientFixRankings(); // FrikBot
--------------------------------------


I'm confident that I edited correctly. Still won't compile.
I'm getting errors:

Couldn't open file frikbot\bot_qw.qc
Error in defs.qc on line 739

I have all .qc files and fteqcc.exe in the same folder with progs.src.

My progs.src looks like this:

./qwprogs.dat

defs.qc
frikbot/bot_qw.qc
frikbot/bot_way.qc
frikbot/bot_fight.qc
frikbot/bot_ai.qc
frikbot/bot_misc.qc
frikbot/bot_phys.qc
frikbot/bot_move.qc
subs.qc
combat.qc
items.qc
weapons.qc
world.qc
client.qc
spectate.qc
player.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc

server.qc


All of this is in my C:\Quakeworld\Frikbot folder.

subs.qc
combat.qc
items.qc
weapons.qc
world.qc
client.qc
spectate.qc
player.qc
doors.qc
buttons.qc
triggers.qc
plats.qc
misc.qc

These files are in my C:\Quakeworld\qw folder as well. (I copied them from here to the Frikbot folder, seemed like the compiler was looking for them)

Does anyone have the qwprogs.dat file thats created from this process? Can FrikaC help?

The bots are really good, I really want them on my server. :D

Thank you guys for all your help!
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Postby Urre » Fri Mar 30, 2007 2:14 pm

I was once a Quake modder
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Postby redrum » Fri Mar 30, 2007 2:29 pm

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Postby Sajt » Fri Mar 30, 2007 3:55 pm

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Postby redrum » Fri Mar 30, 2007 4:07 pm

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Postby Dr. Shadowborg » Fri Mar 30, 2007 5:44 pm

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Postby redrum » Fri Mar 30, 2007 9:02 pm

I tried that. It didn't work.
I put localinfo b_options 1 in my server.cfg file.
I then restarted the server, loaded a new map, and the bots still did not transfer.
Did I miss something?


I keep getting compiler errors in the file bot_qw.qc in line 945.
Which should be the last line of code. Here is the last lines of code in the file. Does anyone see an error?


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Bot Impulses. Allows the player to perform bot
related functions.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
*/

void() BotImpulses =
{
local float f;
local string h;

if (self.impulse == 100)
{
h = infokey(world, "skill");
f = stof(h);
BotConnect(0, f);
}
else if (self.impulse == 102)
KickABot();
else
return;
self.impulse = 0;
};
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