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-   Development::Bots (https://www.eqemulator.org/forums/forumdisplay.php?f=676)
-   -   EQoffline, bots and more.. (https://www.eqemulator.org/forums/showthread.php?t=22667)

nosfentora 06-25-2008 03:28 PM

Ok, maybe i'm a 'tard but i cant compile them under vs 2005

the mysql headers aren't found (i've just downloaded mysql source so it should take care of that), but on compiling it's generating about 450 errors - 90% of them "error C2018: unknown character '0x40' c:\temp\eqemu-0.7.0-1118_bots-source\common\mysql_com.h 365 "

i looked to see if there is a wiki page for compiling, but i didn't find anything. any thoughts?

Andrew80k 06-25-2008 05:53 PM

Quote:

Originally Posted by nosfentora (Post 151395)
Ok, maybe i'm a 'tard but i cant compile them under vs 2005

the mysql headers aren't found (i've just downloaded mysql source so it should take care of that), but on compiling it's generating about 450 errors - 90% of them "error C2018: unknown character '0x40' c:\temp\eqemu-0.7.0-1118_bots-source\common\mysql_com.h 365 "

i looked to see if there is a wiki page for compiling, but i didn't find anything. any thoughts?

Eeek! Sounds like maybe your mysql install is corrupted or something. I compiled and ran it last night. I'm having some issues in PoK, but other than that it seemed to work just fine. I'm using VS Express 20008. There is a wiki on compiling under windows and it seems to give good guidance.

http://www.eqemulator.net/wiki/wikka...a=DevVSExpress

Aramid 06-25-2008 07:07 PM

I used the original DEV kit from this post to compile mine:
http://www.eqemulator.net/forums/showthread.php?t=25372

but the current link uses VC++2008 Express.

nosfentora 06-26-2008 09:41 AM

Thanks guys - i'll give it a shot

nosfentora 06-26-2008 11:50 AM

thanks for the anti-tarding links.
they helped and i got it compiled!

BatCountry 06-26-2008 05:07 PM

Quote:

Originally Posted by number6 (Post 151362)
Thanks a lot Aramid, I'll give this a try later this week. I wonder whether simply commenting out the "... is under attack" notifications will help with the lag?

Yes, it will. Comment it out and it will help the lag issue tremendously. The system simply can't handle as much message volume as the bots put out (as many messages per second as there are AI cycles). It just clogs up everything. Obviously, that shouldn't happen. Probably creating a talk timer would help, but fixing the issue that's causing the rapid target switching is a better solution. Doing both would probably be good.

I've been trying to fix the underlying issue, but that's requiring some rewrites of the basic AI the bots use to acquire, find, choose, and approach targets plus acquiring and distributing hate to really "fix" the problem.

I haven't been working much on it recently, but I'll try to get what I've got done so far put out so other people can tinker with it in the meantime. Give it a couple of weeks.

Magoth78 07-01-2008 06:55 AM

Glad to see that people are still working on this project and are makeing it better ;)

G'day,
Mag

Congdar 07-01-2008 08:56 AM

Nice of you to drop by and say 'hello' . Your gift to the eqemu community is alive and well. Thanks again!

billhumpsalot 07-03-2008 08:23 PM

Is there a release for 0.7.0-1118 ?

Andrew80k 07-03-2008 11:06 PM

Post #598, page 40

trevius 07-04-2008 12:02 AM

Or use the new sticky that has Code Releases ONLY (no comments in that post, please):

http://www.eqemulator.net/forums/showthread.php?t=25614

Anyone posting new release updates should post there, or I will quote them there myself as I see them.

vintage51 07-05-2008 08:34 AM

Great Job
 
I am new to this forum. I just wanted to say great Job on the Bot module. I do have one suggestions is to have a #bot delete [id] command. Again great job keep up the good work. Vintage51

billhumpsalot 07-05-2008 11:46 AM

This will only compile under c++ 2005 express as listed but I do not use it and will not. 2008 express is much more efficient for my needs. I tried to convert the files but no luck, so any one care to share there windows binary file?

Andrew80k 07-05-2008 05:51 PM

I use 2008 without problems. Are you using the Windoze SDK? You can follow the directions for compiling under windows in the wiki and it works pretty well. YMMV.

billhumpsalot 07-06-2008 03:57 PM

Yes, with windows VS C++ 9.0 2008 express you don't need the old platform SDK but just for shits 'n' giggles I did it anyway but still no results. either way I'll figure it out one day no big deal.

edit* oh I forgot to add that yes I followed the wiki.

cubber 07-07-2008 11:33 AM

When I go to compile the new 1118 bot code under linux I get alot of file not found errors and other things. The newest bot code does not hold the same directory structure as the normal eqemu sources. I noticed when I unrar'd the file it just put all of the files in one directory.

Anyone have the newest bot code set up in the normal eqemu structure? All's we still need to run it is the zone folder correct? In this new release do not find the EmuSharemem, eqlaunch, world, zone, common, or utils folders. Just a bunch of files and lots of file not found errors.

nosfentora 07-07-2008 01:24 PM

I had the same problem. do you have mysql AND perl installed? and also the correct include/library directories?

These helped me (Thanks to Andrew80k and Aramid)

http://www.eqemulator.net/wiki/wikka...a=DevVSExpress

http://www.eqemulator.net/forums/showthread.php?t=25372

cubber 07-07-2008 01:39 PM

Yes I have perl and mysql installed, I have been running an eqemu server for about 2 years now and bots since 1106ish. The problem I am having seems to be that the directory structure of the rar file is no where near the same thing as the normal eqemu sources. Here is what I mean:

Normal EQEMU source file structure:

Code:

ls
EMuShareMem  Server.dsw  changelog.txt  eqlaunch  world
Makefile    Server.sln  common        utils    zone

EQEMU 1110 Bot Source file structure (note I would just go in zone folder here and edit the makefile then run make, and then link to the zone binary in the zone folder to run the server with bots):

Code:

ls
1110Bots.dsw  EMuShareMem  changelog.txt  eqlaunch  world
1110Bots.sln  Makefile    common        utils    zone

New 1118 Bot Source Directory:

Code:

ls
0.6.1-upgrade.sql
1110Bots.dsw
1110Bots.ncb
1110Bots.sln
1110Bots.suo
3d.hpp
3d_base.hpp
AA.cpp
AA.h
Anniversary.cpp
Anniversary.h
Anniversary_itemfields.h
Anniversary_ops.h
Anniversary_structs.h
Azone.vcproj
Base64.cpp
Base64.h
BasePacket.cpp
BasePacket.h
CRC16.cpp
CRC16.h
Client62.cpp
Client62.h
Client62_itemfields.h
Client62_ops.h
Client62_structs.h
Condition.cpp
Condition.h
DBMemLeak.cpp
DBMemLeak.h
DLLMain.cpp
Doors.cpp
Doors.h
EMuShareMem.cpp
EMuShareMem.dev
EMuShareMem.dsp
EMuShareMem.dsw
EMuShareMem.h
EMuShareMem.vcproj
EMuShareMem.vcproj.JTC.Administrator.user
EMuShareMem.vcproj.MARS.Terry.user
EMuShareMem.vcproj.old
EQCheckTable.h
EQDB.cpp
EQDB.h
EQDB.h.xs
EQDBRes.cpp
EQDBRes.h
EQDBRes.h.xs
EQEMuError.cpp
EQEMuError.h
EQEmu-0.7.0-1118_Bots-Source.rar
EQEmuConfig.cpp
EQEmuConfig.h
EQEmuConfig_elements.h
EQLConfig.cpp
EQLConfig.h
EQLConfig.h.xs
EQNetwork.cpp
EQNetwork.h
EQPacket.cpp
EQPacket.h
EQStream.cpp
EQStream.h
EQStreamFactory.cpp
EQStreamFactory.h
EQStreamIdent.cpp
EQStreamIdent.h
EQStreamIntf.h
EQStreamLocator.h
EQStreamProxy.cpp
EQStreamProxy.h
EQStreamType.h
EQW.cpp
EQW.h
EQW.h.xs
EQWHTTPHandler.cpp
EQWHTTPHandler.h
EQWParser.cpp
EQWParser.h
EmuTCPConnection.cpp
EmuTCPConnection.h
EmuTCPServer.cpp
EmuTCPServer.h
File.cpp
File.h
HTTPRequest.cpp
HTTPRequest.h
HTTPRequest.h.xs
HTTPSocket.cpp
HTTPSocket.h
HexRichEdit.cpp
HexRichEdit.h
HttpdCookies.cpp
HttpdCookies.h
HttpdForm.cpp
HttpdForm.h
HttpdSocket.cpp
HttpdSocket.h
IFile.h
Item.cpp
Item.h
Items.cpp
Items.h
Kaiyodo-LList.h
LauncherLink.cpp
LauncherLink.h
LauncherList.cpp
LauncherList.h
Live.cpp
Live.h
Live_itemfields.h
Live_ops.h
Live_structs.h
LoginServer.cpp
LoginServer.h
Loot.cpp
Loot.h
MMF.cpp
MMF.h
MMFMutex.cpp
MMFMutex.h
Makefile
Makefile.bsd
Makefile.common
Makefile.wine
Map.cpp
MaxSkill.cpp
MemFile.cpp
MemFile.h
Mime.cpp
Mime.h
MiscFunctions.cpp
MiscFunctions.h
MobAI.cpp
Mutex.cpp
Mutex.h
NPCFactionLists.cpp
NPCFactionLists.h
NPCTypes.cpp
NPCTypes.h
NpcAI.cpp
NpcAI.h
Object.cpp
Opcodes.cpp
Opcodes.h
Parse.cpp
Parse.h
PlayerCorpse.cpp
PlayerCorpse.h
PlayerCorpse.h.xs
ProcLauncher.cpp
ProcLauncher.h
Quest.cpp
Quest.h
README
README.eqemu
README.macosx
SSDeclare.h
SSDefine.h
SSRegister.h
SharedLibrary.cpp
SharedLibrary.h
SkillCaps.cpp
SkillCaps.h
Spells.cpp
Spells.h
StdAfx.cpp
StdAfx.h
StringIDs.h
StructStrategy.cpp
StructStrategy.h
TCPBasicServer.h
TCPConnection.cpp
TCPConnection.h
TCPServer.cpp
TCPServer.h
TextMapFile.cpp
TextMapFile.h
Titanium.cpp
Titanium.h
Titanium_itemfields.h
Titanium_ops.h
Titanium_structs.h
TreeMenu.css
TreeMenu.js
Utility.cpp
Utility.h
World.dsp
World.dsw
World.vcproj
World.vcproj.JTC.Administrator.user
World.vcproj.MARS.Terry.user
World.vcproj.old
WorldConfig.cpp
WorldConfig.h
WorldTCPConnection.h
XMLParser.cpp
XMLParser.h
ZONECFG.SQL
Zone.dsp
Zone.dsw
Zone.mak
Zone.vcproj
Zone.vcproj.JTC.Administrator.user
Zone.vcproj.MARS.Terry.user
Zone.vcproj.old
ZoneConfig.cpp
ZoneConfig.h
ZoneLaunch.cpp
ZoneLaunch.h
ZoneNumbers.h
ZonePerl.vcproj
account.html
accounts.html
action.html
actions.cpp
aggro.cpp
all_convert
apathing.cpp
apathing.h
archive.hpp
attack.cpp
awater.cpp
awater.h
azone.cpp
azone.h
basic_functions.h
beacon.cpp
beacon.h
blah.h
bodytypes.h
bonuses.cpp
boostcrap.cpp
boostcrap.h
bootzone.html
botAI.cpp
botRaids.cpp
botRaids.h
branch.gif
branchbottom.gif
branchtop.gif
breakdowns.h
bugdb.cpp
bugdb.h
buildfile.cpp
buildfile.h
cache.cpp
cache.h
changelog.txt
char_format.h
charmove.dsp
chat.html
class.sh
class.typemap
classes.cpp
classes.h
cleanipc.cpp
client.cpp
client.h
client.h.xs
client_logs.cpp
client_logs.h
client_mods.cpp
client_packet.cpp
client_packet.h
client_process.cpp
cliententry.cpp
cliententry.h
clientlist.cpp
clientlist.h
command.cpp
command.h
commands.html
commands.pl
common_profile.h
config.html
configdl.html
console.cpp
console.h
convert
convert_ops.pl
crc32.cpp
crc32.h
database.cpp
database.h
database.html
dbasync.cpp
dbasync.h
dbcore.cpp
dbcore.h
dbmemshare.cpp
debug.cpp
debug.h
deity.h
delete.gif
doors.cpp
doors.h
effects.cpp
embparser.cpp
embparser.h
embperl.cpp
embperl.h
embxs.cpp
embxs.h
emu_opcodes.cpp
emu_opcodes.h
emu_oplist.h
entity.cpp
entity.h
entity.h.xs
eq_constants.h
eq_old_structs.h
eq_opcodes.h
eq_packet_structs.h
eqemu_config.xml
eqemu_config.xml.full
eqlaunch.cpp
eqlaunch.dsp
eqlaunch.dsw
eqstrmgr.cpp
eqstrmgr.h
eqtime.cpp
eqtime.h
errmsg.h
event_codes.h
exp.cpp
export
export_char.cpp
extprofile.cpp
extprofile.h
faction.cpp
faction.h
favicon.ico
fearpath.cpp
features.h
file.cpp
file.hpp
file_loader.hpp
files.h
filters.html
folder.gif
forage.cpp
forage.h
global.hpp
gpl.txt
gpoint.cpp
gpoint.h
groups.cpp
groups.h
groups.h.xs
guild.cpp
guild.html
guild_base.cpp
guild_base.h
guild_mgr.cpp
guild_mgr.h
guildcreate.html
guilds.cpp
guilds.h
guilds.html
guildsearch.html
hate_list.cpp
hate_list.h
head_01_nb.jpg
head_02_nb.jpg
head_03_nb.jpg
head_04_nb.jpg
hexvis.clw
hexvis.cpp
hexvis.dsp
hexvis.dsw
hexvis.h
hexvis.ico
hexvis.rc
hexvis.rc2
hexvisDlg.cpp
hexvisDlg.h
horse.cpp
horse.h
import_char.cpp
import_showeq
index.html
inventory.cpp
item_fieldlist.h
item_struct.h
items-0.6.0-DR2-0.6.1-DR1-convert.sql
itemtablechanges.sql
languages.h
launcher.html
launchers.html
line.gif
linebottom.gif
linked_list.h
load_13thfloor_items.pl
load_db.cpp
locate_stringids.pl
log.ini
logsys.cpp
logsys.h
logsys_eqemu.cpp
logtypes.h
loottable.h
loottables.cpp
main.css
makefile
makefile.a64
makefile.bsd
makefile.common
makefile.cygwin
makefile.darwin
makefile.qst
makefile.vc2003
makefile.wine
makefile.x86opt
makepatch
map.h
masterentity.h
maxskill.h
md5.cpp
md5.h
menu.html
message.h
mime.types
minilogin.html
minus.gif
minusbottom.gif
minustop.gif
misc.cpp
misc.h
mkdot.sh
mob.cpp
mob.h
mob.h.xs
moremath.cpp
moremath.h
net.cpp
net.h
npc.cpp
npc.h
npc.h.xs
object.h
octree.hpp
oldcode.cpp
oldcode.h
op_codes.h
opcode_dispatch.h
opcode_map.cpp
opcodemgr.cpp
opcodemgr.h
opcodes.conf
opcodes_to_ida.pl
packet_dump.cpp
packet_dump.h
packet_dump_file.cpp
packet_dump_file.h
packet_functions.cpp
packet_functions.h
packetfile.cpp
packetfile.h
parser.cpp
parser.h
patch_6.2.conf
patch_Anniversary.conf
patch_Live.conf
patch_Titanium.conf
patches.cpp
patches.h
pathfinding.cpp
pathing.cpp
pathing.h
perl_EQDB.cpp
perl_EQDBRes.cpp
perl_EQLConfig.cpp
perl_EQW.cpp
perl_HTTPRequest.cpp
perl_PlayerCorpse.cpp
perl_client.cpp
perl_entity.cpp
perl_groups.cpp
perl_mob.cpp
perl_npc.cpp
perl_perlpacket.cpp
perlpacket.cpp
perlpacket.h
perlpacket.h.xs
perlparser.cpp
perlparser.h
petAI.cpp
petitions.cpp
petitions.h
petitions.html
pets.cpp
pets.h
pfs.cpp
pfs.hpp
players.html
plugin.pl
plus.gif
plusbottom.gif
plustop.gif
ppconvert.cpp
ppconvert.dsp
ppreader.pl
ppskillfix.cpp
ppskillfix.dsp
ppskillfix.dsw
profiler.h
ptimer.cpp
ptimer.h
put
quadtree.cpp
quadtree.h
questmgr.cpp
questmgr.h
queue.h
queues.h
races.cpp
races.h
raid.h
raids.h
rdtsc.cpp
rdtsc.h
reset.png
resource.h
rules.html
rulesys.cpp
rulesys.h
ruletypes.h
runall
s3d.c
s3d.h
schema.xml
seperator-2.h
seperator.h
serialize_items.pl
serverinfo.cpp
serverinfo.h
servertalk.h
shareddb.cpp
shareddb.h
shortnames
sig_to_ida.pl
skills.h
socket_include.cpp
socket_include.h
spacer.gif
spawn2.cpp
spawn2.h
spawngroup.cpp
spawngroup.h
spdat.cpp
spdat.h
special_attacks.cpp
spell_effects.cpp
spell_explorer.cpp
spells.cpp
status.html
stringids_to_ida.pl
struct_fields.sh
submit.png
tasks.cpp
tasks.h
template.cpp
template.h
template_ops.h
template_structs.h
ter.cpp
ter.hpp
throwpackets.pl
timeoutmgr.cpp
timeoutmgr.h
timer.cpp
timer.h
tinystr.cpp
tinystr.h
tinyxml.cpp
tinyxml.h
tinyxmlerror.cpp
tinyxmlparser.cpp
titles.cpp
titles.h
top.html
tradeskills.cpp
trading.cpp
trap.cpp
trap.h
tribute.cpp
types.h
unix.cpp
unix.h
update.png
updatemgr.cpp
updatemgr.h
useperl.h
variables.html
version.h
watermap.cpp
watermap.h
waypoints.cpp
wguild_mgr.cpp
wguild_mgr.h
win_getopt.cpp
win_getopt.h
wld.c
wld.h
world.html
world_logsys.cpp
worldconn.cpp
worldconn.h
worlddb.cpp
worlddb.h
worldserver.cpp
worldserver.h
worldstatus.html
worldui.pl
wr_update.sql
zfile.cpp
zfile.h
zon.cpp
zon.hpp
zone.cpp
zone.h
zone.html
zone_logsys.cpp
zone_profile.cpp
zone_profile.h
zonedb.cpp
zonedb.h
zonedbasync.cpp
zonedbasync.h
zonedump.h
zonelist.cpp
zonelist.h
zones.html
zoneserver.cpp
zoneserver.h
zoning.cpp

See my issue now? When I go to run make it has no idea where to find any of the files that the makefiles are calling for, beacuse the files are not in the proper directories.

Aramid 07-07-2008 01:59 PM

I didn't change anything in the directory structure, all I did was use Beyond Compare and add everything that was in 1118 TO the BOT code, changed the Makefile files, so if you had to change the makefile and makefile.common, then you don't have the code I submitted, because they were already changed. On my 1118_Bot-Source version, you have to compile the entire thing, not just the zone code because of all the 1118 changes in the regular emu code. Sounds to me like it is not decompressing correctly as ALL of the directory structures ARE there. I use Debian Linux myself.

nosfentora 07-07-2008 03:03 PM

I could be wrong, but it almost looks like the archive was extracted w/o writing the directory structure. (or maybe the archive was created w/o adding the directory structure.)

cubber 07-07-2008 03:08 PM

That is what I thought. I will try to redownload the rar file and decompress again to see if I get any changes.

Aramid 07-07-2008 03:45 PM

I downloaded the VC++2008 Express Dev Kit from here: http://www.mediafire.com/?vycm22limtm

Installed it by using the defaults and then setup the dependencies as described in the readme file

Uncompressed the 1118_Bots-Source file and compiled it with no problems. The directory structure is there.

Andrew80k 07-07-2008 04:23 PM

Quote:

Originally Posted by Aramid (Post 152101)
I downloaded the VC++2008 Express Dev Kit from here: http://www.mediafire.com/?vycm22limtm

Installed it by using the defaults and then setup the dependencies as described in the readme file

Uncompressed the 1118_Bots-Source file and compiled it with no problems. The directory structure is there.

Yep. Same here. I didn't have to do anything at all. Compiled itself practically. Not only that, but it's running very well. :)

cubber 07-08-2008 04:11 PM

Was my bad I used the command unrar e and should have used unrar x. I usually edit the makefiles anyway to optimize the compiles for my server's cpu.

billhumpsalot 07-08-2008 09:12 PM

I just got done compiling the bot source provided I noticed it said
1110Bots.sln but its listed for 1118 so I guess it's the right one. But while compiling the source I was wondering if it was normal to get 2-3 warnings and why I could only get it to compile under debug and not release?

all in all I tested it and works, I also have uploaded the files to see if it looks ok to you all and I did compress it down as far as I can get it.

http://www.mediafire.com/?1mlnyxdf21v

Congdar 07-09-2008 08:52 AM

Quote:

Originally Posted by billhumpsalot (Post 152199)
...I could only get it to compile under debug and not release?

The release compile only seems to work if you select ReleasePerl in VS2005.

billhumpsalot 07-09-2008 11:49 AM

Ah ok thanks, I still get these warnigs but still compiles ok just the MB size diffrence is weird not sure if it's right or not.

Zone.exe 2.44
World.exe 4.15

This is the list of warnings I get.

LINK : warning LNK4044: unrecognized option '/MANIFESTUAC:level='asInvoker' uiAccess='false''; ignored

c:\eqemu-0.7.0-1118_bots-source\common\socketlib\httpsocket.cpp(113) : warning C4715: 'HTTPSocket::ProcessReceivedData' : not all control paths return a value

I'm not sure if anyone else gets these or if it's normal.

Congdar 07-09-2008 12:16 PM

I get
2>emusharemem\mmf.cpp(325) : warning C4532: 'return' : jump out of __finally block has undefined behavior during termination handling

1>httpsocket.cpp(113) : warning C4715: 'HTTPSocket::ProcessReceivedData' : not all control paths return a value

but everything seems to work just fine.

billhumpsalot 07-09-2008 01:44 PM

So even if the bot source given says 1110Bots.sln it's still 1118 merged in with it correct?

Congdar 07-09-2008 02:16 PM

When I make a release, I update the file name... the last release was made by somebody else and they missed that minor detail. It doesn't affect anything.

The reason I haven't made a release in a while is because I am in the middle of revamping the spell lists the bots use and there are so many spells and some of them don't work when cast by the bots and it is taking a long time to do cuz I have to change the code as well as the database when setting up these new spell lists. It will be worth the wait though.

billhumpsalot 07-09-2008 07:18 PM

No rush, your doing an outstanding contribute to the community and the project :)

I like learning new things, I figure the more I know the more I can do.

greggg230 07-19-2008 09:04 PM

I'm writing a pretty significant modification of the bot code. It might be more accurate to call it a re-writing.

I'm writing bots as a sub-class of the Mob class and giving the player a lot more control over their actions through a more comprehensive command system that has the ability to combine series of commands into reusable scripts. I basically want to make it like running multiple characters without having to run multiple clients, and, along the way, add the ability to automate your bots' behaviors quite a bit.

Would others be interested in using this once I get it done? It's fairly complete now, but I need to add a few more things.

EvoZak 07-20-2008 06:03 PM

Quote:

Originally Posted by greggg230 (Post 152941)
I'm writing a pretty significant modification of the bot code. It might be more accurate to call it a re-writing.

I'm writing bots as a sub-class of the Mob class and giving the player a lot more control over their actions through a more comprehensive command system that has the ability to combine series of commands into reusable scripts. I basically want to make it like running multiple characters without having to run multiple clients, and, along the way, add the ability to automate your bots' behaviors quite a bit.

Would others be interested in using this once I get it done? It's fairly complete now, but I need to add a few more things.

Definitely. Keep us appraised of your progress.

Aramid 07-21-2008 07:35 AM

Quote:

Originally Posted by greggg230 (Post 152941)
Would others be interested in using this once I get it done? It's fairly complete now, but I need to add a few more things.

I would be definitly be interested and would help test it if you need people to test it.

zutfen 07-21-2008 02:48 PM

That sounds very interesting, indeed. :)

wexford 07-22-2008 01:21 AM

I am trying to setup a bots server, and I was wondering if you can setup an npc with a quest that will autospawn a bot and group it with someone automaticly and have it follow them from zone to zone like a pet?

Aramid 07-22-2008 05:29 AM

Quote:

Originally Posted by wexford (Post 153049)
I am trying to setup a bots server, and I was wondering if you can setup an npc with a quest that will autospawn a bot and group it with someone automaticly and have it follow them from zone to zone like a pet?


No, even the way it is now, you can't zone with the Bots and there are no quest commands setup for the Bots as the Bots are not part of the official code.

wexford 07-22-2008 05:35 AM

Quote:

Originally Posted by Aramid (Post 153053)
No, even the way it is now, you can't zone with the Bots and there are no quest commands setup for the Bots as the Bots are not part of the official code.

I understand that I was meaning is it possible, to be more exact what I mean is would it even be possible if one edited the source

Congdar 07-22-2008 08:53 AM

You could probably set up your quest stuff, but bots don't zone with you like pets do so you would need the quest giver in the zone you want to use the bot in.

gygelly 07-22-2008 09:46 AM

Hey folks, new guy here!
First, I've noticed a few folks requesting windows binaries of the 1118 bot code. Here ya go:
http://www.mediafire.com/?ndxi9dxdili

Just copy the 3 files to your standard eqemu install and you are good to go (I think, like I said, I'm new, but it seemed to work for me last night).

I didn't have any trouble getting them compiled, just used the dev kit posted a few pages back (thanks for that, I'm sure it saved me a TON of time and trouble) set the dependencies, and chose ReleasePerl when building the solution.

Now, maybe I've just missed it in this HUGE thread, but is there any kind of user guide for these bots? I found the #bot help command in game, and like I said, managed to screw around with some bots just a bit, but I still have some unanswered questions, and would really appreciate some kind of in depth usage guide if there is one, just to make sure I'm using these guys to their full potential.

If there isn't a guide, then I suppose my biggest question is how do I teach bots spells? I figured out equipping them (that's easy, and very neat) but do I have to give them spells the same way, or is there a command similar to #scribespells that'll just give them a bunch of spells up to the correct level?

Also, are there any more commands for more fine grained control of the healing and mezzing bots? Similar to a "cast this spell on this target" command? I'd really like to set up some kind of CHeal rotation with some cleric bots, for example.


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