I've already made a post about this too and had no replies for more than
a month :-(

Basically we want to know weapon info like in HL, perhaps even more
stuff like "can a weapon be used underwater" and stuff.

Either through events/bot controller interface/player info interface/new
interface, I just want it :-P

Jeremy Swigart wrote:

As I understand it, there is not yet a method for server plugins to
have access to weapon info for a bot. Someone else may be able to
elaborate on this further.

I noticed the IBotController class allows us to RemoveAllItems(), and
SetActiveWeapon(), but how exactly are we suppose to get a list of
items/weapons the bot has? Clearly a bot would need to have access to
the weapons they have, and be able to query the current and max ammo
count for the weapon.

I understand that it can be tricky to give this sort of access since
it is very mod specific as far as what items/weapons are available,
and what properties there may be for the weapons, and that current/max
ammo can take different meanings with the possibility of a weapon
having alt-fire that uses a different ammo type.

Can support for these such things be added to the plugin interface
soon please? There are many bot authors waiting on this type of
critical functionality in order to make a proper bot. Obviously there
is some bot stuff in the SDK, but that relies on bots being
implemented into the mod itself, and most of us bot authors would
prefer an implementation through server plugin, like the HL1 bot
implementations.

It appears that  CPlayerInfo::SetActiveWeapon actually creates the
weapon on the bot if it exists. This seems fairly useful in itself,
but it is still necessary to be able to get back a list of the bots
current weapons

Perhaps you can implement a GetCurrentWeapons() that take a reference
to a CUtlVector<CBaseCombatWeapon*> where the plugin can get a pointer
to the bots current weapons. This of course means support compiled
into the server plugins to actually make use of CBaseCombatWeapon and
call functions on it and such.

Also, could a generic interface be implemented that possibly fills in
a list of key/value pairs or something so that various mod specific
properties can be requested from the mod by the plugin?

I hope some of this stuff can be addressed soon so us bot authors can
get on making them.

Thanks
Jeremy

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