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Post confirmed bugs and approved feature requests here. Unapproved feature requests will be deleted.

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Opti

User avatar

Posts: 234

Joined: Tue Sep 20, 2011 7:09 pm

Location: Footie's pantry

Post Sun Feb 05, 2012 5:51 pm

H_Bot

Here is another idea for bitfighter:
The H_BOT (Helper Bot) Could be added then you could give it commands like:
/H_BOT kill/<player name here>
/H_BOT help/<player name here>
/H_BOT change weapons to: WEAPON1/WEAPON2/WEAPON3
/H_BOT change modules to: MOD1/MOD2
/H_BOT move

This commands will be give through pming the bot.
i got a rattlesnake gun.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Sun Feb 05, 2012 7:05 pm

Re: H_Bot

We would need to add some code to make this work. Currently, I don't think bots know how to read/receive PMs, and I don't think they can identify ships by player names. Each ship gets a unique identifier when it spawns, and I believe these even change over time for the same player on spawn/death. I'm not sure if there's any hard coded system that links ship IDs and player name. One of the developers would have a better idea...but the weapon/module/move stuff is all totally code-able with what we've got, and you could always use team chat as opposed to PMs.
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CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Sun Feb 05, 2012 8:23 pm

Re: H_Bot

If this feature works, we could form our own bot squads. :D
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BlackBird

User avatar

Posts: 404

Joined: Wed Jun 15, 2011 7:25 pm

Location: Maryland USA

Post Sun Feb 05, 2012 8:49 pm

Re: H_Bot

CleverBot wrote:If this feature works, we could form our own bot squads. :D

Lol. And _k just explained why this "feature" won't work.
You cannot legislate the poor into prosperity by legislating the wealthy out of prosperity.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Sun Feb 05, 2012 9:58 pm

Re: H_Bot

Well the good news is that script triggers are pretty easy to add to the code, like onPMReceived()...but I'm not exactly sure how the ship/player identification problem sorts out. I don't think identifying the message sender would be difficult, though.
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CleverBot

User avatar

Posts: 560

Joined: Sun Dec 04, 2011 3:37 pm

Location: Orokin Void

Post Mon Feb 06, 2012 2:57 pm

Re: H_Bot

It could work, it's just the programming obstacles. I don't think it's worth doing because most players don't seem to like to play with s_bots anyways. Everyone cares about BBB and PvP, and dislikes bots and thinks they're OP. Most people just can't fight them man, just like not everyone understands _k's posts.
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Opti

User avatar

Posts: 234

Joined: Tue Sep 20, 2011 7:09 pm

Location: Footie's pantry

Post Tue Feb 19, 2013 3:05 pm

Re: H_Bot

Opti wrote:Here is another idea for bitfighter:
The H_BOT (Helper Bot) Could be added then you could give it commands like:
/H_BOT kill/<player name here>
/H_BOT help/<player name here>
/H_BOT change weapons to: WEAPON1/WEAPON2/WEAPON3
/H_BOT change modules to: MOD1/MOD2
/H_BOT move

This commands will be given through commands.


Tweaked it above.
i got a rattlesnake gun.
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amgine

Posts: 1399

Joined: Thu Apr 19, 2012 2:57 pm

Post Fri Feb 22, 2013 6:44 pm

Re: H_Bot

hmm problem is is expiremtned with hte S_bot code and chaging hte wepon can make it innificent for exmaple i tri3de bursts and it kept suciding and boucning me all over........

also i agree not sure how it would be codded...

maybe the amdins can htink of osmthing.
Bitfighter Forever.

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