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  #1  
Old 09-08-2008, 09:00 AM
nosfentora
Discordant
 
Join Date: Oct 2004
Location: In a house
Posts: 387
Default

Quote:
Originally Posted by Congdar View Post
I have never tried GeorgeS' tool. It may not be compatible with the bot code way of equiping npc's. Try equiping them through the trade window, which is where the bot code handles items and equipment. Maybe they'll do better.

I still went ahead and looked at the damage and attack code, the only glaring thing I noticed is that several classes get triple attack at level 60. The bots didn't, so I added that code for next release. I don't think that one attack is gonna make the difference but the code is available for anyone to look at. Maybe something is more obvious to somebody else, or maybe that tool isn't compatible with the bot code and they are attacking naked.
I never thought about how the code handles equipping, etc. I had always looked at the bots and saw they were holding/wearing something and it shows up in their gear list.

They seem to equip gear ok using GeorgeS' tool - as their gear shows up in game, in their gear list, their stats change and the bots attacks change from 'punch' to 'slash' (or 'crush') after i've equipped a sword.

I'll try equipping them in-game and see what happens.

I gotta say though, keep up the good work. The addition of the bots is making the game fun again! Well done Magoth78 and thanks Condagar for picking up the project!

I still think if Sony is gonna rip off the bots and get paid for them in live - they should at least give something in return (opcodes or spawn info for our incomplete zones!) .... like that'll happen.... /sigh
  #2  
Old 09-08-2008, 02:47 PM
gygelly
Fire Beetle
 
Join Date: Jul 2008
Location: Birmingham, AL
Posts: 15
Default

IntervalAC is set to true...is that what I want it to be?
All the AC stuff in the values table is also set to default, though according to the description they don't take affect if IntervalAC is true.

And just in case, I have been equipping all the bots manually.

I'll do more tests across levels (to ensure it's not just triple attack), but the difference is fairly evident just in casual gameplay, leveling from 1 to 60 with bots. Just yesterday in Mistmoore at lvl 40, I found that I could sick an entire well balanced group of bots on one mob, and nuke a different mob dead with my chanter before theirs died.

Btw: I agree this is CRAZY fun. Me and my guildies are having a blast with it.
  #3  
Old 09-08-2008, 03:31 PM
Congdar
Developer
 
Join Date: Jul 2007
Location: my own little world
Posts: 751
Default

I'm wondering if the client adds something to the calcs. Specifically, ATK looks wacked in the code. It seems to benefit the defender if the attackers ATK is higher than theirs. Maybe the client does something with the ATK value?

I'm all for making the bots as close to a pc as possible, but nothing is super obvious as far as the code goes. I've tried to copy the attack/damage methods between the pc code and the bot code as closely as possible. Maybe i've missed something somewhere... I'll keep looking.
  #4  
Old 09-09-2008, 11:11 PM
macvaliant7
Fire Beetle
 
Join Date: Sep 2004
Posts: 3
Default Bot aggro

I installed the 1129 update pack and the latest EQOffline binaries/dll the problem i have is even though the warrior bot taunts and attacks a mob, it will attack the closest PC regardless if they damaged the mob. Is there a way to stop this default switch to a PC over an NPC? thanks

-Mac
  #5  
Old 09-10-2008, 02:34 AM
kajika
Fire Beetle
 
Join Date: Sep 2008
Location: japan
Posts: 1
Default

Quote:
Originally Posted by macvaliant7 View Post
I installed the 1129 update pack and the latest EQOffline binaries/dll the problem i have is even though the warrior bot taunts and attacks a mob, it will attack the closest PC regardless if they damaged the mob. Is there a way to stop this default switch to a PC over an NPC? thanks

-Mac
I use this patch.

diff -r -c -N ./1129Bots/zone/hate_list.cpp ./1129Bots-changed/zone/hate_list.cpp
*** ./1129Bots/zone/hate_list.cpp 2008-06-19 05:49:00.000000000 +0900
--- ./1129Bots-changed/zone/hate_list.cpp 2008-09-05 14:33:16.000000000 +0900
***************
*** 240,246 ****

sint32 currentHate = cur->hate;

! if(cur->ent->IsClient()){

if(cur->ent->CastToClient()->IsSitting()){
aggroMod += RuleI(Aggro, SittingAggroMod);
--- 240,246 ----

sint32 currentHate = cur->hate;

! if(cur->ent->IsClient() || cur->ent->IsBot()){

if(cur->ent->CastToClient()->IsSitting()){
aggroMod += RuleI(Aggro, SittingAggroMod);
***************
*** 292,298 ****
iterator.Advance();
}

! if(topClientInRange != NULL && top != NULL && !top->IsClient())
return topClientInRange;
else
return top;
--- 292,298 ----
iterator.Advance();
}

! if(topClientInRange != NULL && top != NULL && !top->IsClient() && !top->IsBot())
return topClientInRange;
else
return top;
  #6  
Old 09-10-2008, 05:25 AM
macvaliant7
Fire Beetle
 
Join Date: Sep 2004
Posts: 3
Default Make

I can edit the cpp file easily but i can't get them to compile(make a new zone.exe) with the makefile (shared memory error: shm_r and shm_w undeclared). Could i get the updated zone.exe somewhere?

Thanks,
-Mac
  #7  
Old 09-10-2008, 07:51 AM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
Default

I think that's the way the game works - stand away from the fight and the mob stays on the tank. Also, if a caster heals or DDs, he gets aggro.
And finally, The bots are rooting - a rooted mob will attack the one nearest.
  #8  
Old 09-24-2008, 09:52 PM
hayward6
Forum Guide
 
Join Date: Jul 2005
Posts: 473
Default

I spent a little time today setting this up with all the newest source and I don't seem to have the commands available when I log in... I know the commands aren't in the database, but maybe they aren't supposed to be? basicaly I just get "command unrecognized" when I try and do any #bot commands.
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