We're all familiar with NPC (Non Player Character) bots... and if we're not, basically they're Unreal1 bots you can edit into your maps so they're always there, whether you have bots selected or not.
The originals didn't have the ability to be placed on teams, and I was chatting up OjitroC about this last year when he said he could probably configure them for team games. I asked him if he could extend that to other NPCs, like could he make an NPC of a SkaarjTrooper. He said he could likely do it for any model which had a bot setup.
So... this:
I tested this NPC on a number of gametypes, and it worked fine for most team games but not MonsterHunt. In that it didn't attack other players but it also didn't attack any monsters... which rather defeats the point.
I edited up some team skins for the SkaarjTrooper NPC...
...and the .utx for the KrallPlayer made by AlCapowned has a number of skin sets with Team Colors in it as well.
Hopefully other mappers will have fun placing these in their maps, and with a little goading you might even be able to get OjitroC to make more bots into NPCs as well.
Enjoy!
https://www.mediafire.com/file/ikjsgx0y ... PCbots.zip
NPC bots for Team Games
Re: NPC bots for Team Games
Original Bot In MonsterHunt works based on tasks created VIA BotPack and Bot code itself, the thing is that UnrealI Bot(s) has/have nothing to do with those functions and so do not expect any magic to happen because they were like that since day 1 of UT and it's not like they are self editing over time. This subject was randomly brought in stage with the same answer, I don't get the point of enforcing bugged stuff redundantly.
The rest: Some coders seems to not get busy to do something at this subject, neither creating improved versions... Have a good time then !
On the other hand several Navigation Points from BotPack will discard other Pawns that are not UT Bots and so these boys won't do anything in those cases and then again I'm asking: Why we do want play against weak/useless opponents ?
The rest: Some coders seems to not get busy to do something at this subject, neither creating improved versions... Have a good time then !
On the other hand several Navigation Points from BotPack will discard other Pawns that are not UT Bots and so these boys won't do anything in those cases and then again I'm asking: Why we do want play against weak/useless opponents ?
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: NPC bots for Team Games
Because not everybody sets up their bots manually, they like to practice against them but not expecting any challenge.
As NPCs can be made off any model which has a bot function, doing up Botpack NPCs shouldn't be such a chore for the guy who made these.
I'll run the idea by him, had a particular large one in mind... or you could make a request of him if you like.
Re: NPC bots for Team Games
Meh... keep in mind that for me my MBot type which is a bit original it's what I want in big parts, configured normally they have a few random reactions and skill, and then... other things I find not needed.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -