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  #1  
Old 07-21-2011, 04:45 AM
Criimson
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Join Date: Sep 2006
Posts: 172
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A thought before I hit the hay.

bad_captain mentioned that raidbots were removed because some servers didnt like it/want it. I personally would like it and I know that there are others. I suggest a variable in the rule_values table to allow or disallow it. It could be checked when a player does a raid invite and checks that the person getting invited is a player or a bot. DOesn't seem too hard to impliment.

Anyway
Night all
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  #2  
Old 07-21-2011, 05:21 AM
Congdar
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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Quote:
Originally Posted by Criimson View Post
...because some servers didnt like it/want it.
That's not why. DB rules for how many bots you can spawn are already in place, so if a server has enabled the bots they can also control how many you can spawn.

The real reason is probably a combination of time and desire. I had raids working in the bot system at one time but the code was all in #ifdefs and scattered throughout the source files. See svn 772-4 and before for that version of the bots. The "Repository owner and principal project developer" organized all the #ifdefs into proper classes and then vanished pretty much leaving the bots in a crippled state without completing the bot raid parts.

Back then I was the only one working on them and the bots are a complex beast, so the ai was something I didn't focus a lot of time on. I'm happy that you and others are interested enought to do some serious fixing and maybe raids will be coded again using the actual raid UI instead of what I had slapped together.
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  #3  
Old 07-21-2011, 01:08 PM
Criimson
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Join Date: Sep 2006
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Quote:
Originally Posted by Congdar View Post
That's not why. DB rules for how many bots you can spawn are already in place, so if a server has enabled the bots they can also control how many you can spawn.

The real reason is probably a combination of time and desire. I had raids working in the bot system at one time but the code was all in #ifdefs and scattered throughout the source files. See svn 772-4 and before for that version of the bots. The "Repository owner and principal project developer" organized all the #ifdefs into proper classes and then vanished pretty much leaving the bots in a crippled state without completing the bot raid parts.

Back then I was the only one working on them and the bots are a complex beast, so the ai was something I didn't focus a lot of time on. I'm happy that you and others are interested enought to do some serious fixing and maybe raids will be coded again using the actual raid UI instead of what I had slapped together.
Ah well that is good then. The last thing I want is start creating things that others would be upset about.

I did notice raid in some of the code for bots and figured it had been in there at some point. Like in the shrink command I noticed raid casting was commented out.
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  #4  
Old 07-21-2011, 07:14 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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Quote:
Originally Posted by Congdar View Post
That's not why. DB rules for how many bots you can spawn are already in place, so if a server has enabled the bots they can also control how many you can spawn.

The real reason is probably a combination of time and desire. I had raids working in the bot system at one time but the code was all in #ifdefs and scattered throughout the source files. See svn 772-4 and before for that version of the bots. The "Repository owner and principal project developer" organized all the #ifdefs into proper classes and then vanished pretty much leaving the bots in a crippled state without completing the bot raid parts.

Back then I was the only one working on them and the bots are a complex beast, so the ai was something I didn't focus a lot of time on. I'm happy that you and others are interested enought to do some serious fixing and maybe raids will be coded again using the actual raid UI instead of what I had slapped together.
Hmm.. I thought someone said he took it out because it was decided we shouldn't be able to have bot raids. Maybe I'm going crazy.. lol

This is a very good thing to hear. I'll definitely be looking into this.
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  #5  
Old 07-22-2011, 09:43 AM
bad_captain
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Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
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Quote:
Originally Posted by bad_captain View Post
Hmm.. I thought someone said he took it out because it was decided we shouldn't be able to have bot raids. Maybe I'm going crazy.. lol

This is a very good thing to hear. I'll definitely be looking into this.
Quote:
Originally Posted by laxative View Post
Greets,

I just updated to the new BOT system. I understand and support the direction, but I'm already missing the:

#bot spawnraid
#bot groupraid

commands. Prior to the first revamp I had like 20 macros that setup my raid. That got streamlined to the #bot groupraid command.

Will I need to issue a stream of #bot botgroup macros to formulate a raid?

I'm also looking forward to guild'ing.

Will we have the ability to use Guild Favor with our Bots?

Thanks for the hard work.

Lax.
Quote:
Originally Posted by WildcardX View Post
So I thought about this feature long and hard. I really did. The way I see it, if you make a bot enabled server and give the players a feature that allows them to one click spawn an entire raid force of buff and bot ready bots and all strctured in their groups and a raid, didn't you just make a server of zerg-style raids? That was my principle thinking in not providing similiar commands.

I do get it though. The convenience of having similar commands. Perhaps in the future, maybe I or someone else can add it but include another BOT rule to regulate this feature..
I found it.. lol I'm not going completely crazy..
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