Nouveau Mods BotyMan BotyMan_1 BotyMan2
Citation:
by sektor2111 » Mon May 18, 2015 4:58 pm
If you were asking what I've been doing last time, then I'll answer... maybe I did something - or maybe not very. I have modified Bot class into subclasses in purpose to create other Bots able to join normally in games like defaults but having small modifications. I cannot say then stuff is ready, maybe other people want more so stuff is available with full compilable resources. MBOT.zip (is the name of archive) - MBot comes from let's say Modified Bot or My Bot.
Short description tech related:
- wrapping (or so called sanity check) "if (Weapon != None)" else if I forgot whatever state feel free to put that where is missing;
- function CanFireAtEnemy() - looks like Bot has more mercy with doors (Doors are innocent LOL);
- state roaming has a few modifications - Don't like ? Put back default;..:
a) PickDestination will call at a moment something to gain Navigation even at 3500 UU range (if has been nasty boosted out - MH-ArdenValley.... cases);
b) Being loaded a bit with weaponry in DM will attempt to hunt an enemy (even ScriptedPawn);
c) It is not interested in a very very closer InventorySpot - attempt to remove stupid engine load while skating between 2 closer nodes - it's mapping fault but... whatever I did not loaded UScript more because at a moment with a wrong code will cause a nasty lag - this state is very powerful;
- faster in high skill - higher jump - I wanted them more challenging without using "adds";
- Because I did not find any valid information about "FindBestInventoryPath()" used intensive by Bot I was unable to debate things different so...
Being a child of Common Bot:
- will use JumpSpots and the rest of stuff common for Bot only - READ AGAIN;
- will use Bot specific A.I. weaponry code;
- will respond at TeamGamePlus A.I. directives as normal Bots are doing.
Téléchargement http://unrealtournament.99.free.fr/utfi ... archMode=f