[hlcoders] Server Plugin Bot support
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 CUtlVectorCBaseCombatWeapon* 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugin Bot support
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 CUtlVectorCBaseCombatWeapon* 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 266.11.14 - Release Date: 20/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Server Plugin Bot support
If you're looking for the permanent weapon data for CS:S (the decrypted weapon CTX files,) they are available at this address: http://67.19.44.116/~server/ctx/ I know it doesn't solve all of your problems but it does contain all of the permanent weapon information for CS:S and it may contain something that you're interested in. - Original Message - From: cheeseh [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Saturday, May 21, 2005 1:00 PM Subject: Re: [hlcoders] Server Plugin Bot support 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 CUtlVectorCBaseCombatWeapon* 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- No virus found in this outgoing message. Checked by AVG Anti-Virus. Version: 7.0.322 / Virus Database: 266.11.14 - Release Date: 20/05/2005 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders