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dmbot1.txt
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Title : DM Bot
Filename : dmbot1.zip
Version : 1.00
Date : 96/8/23
Author(s): Micheal Polucha (co-designer, coder)
Tim Polucha (co-designer, playtester)
Nathaniel Gorham (extremely little work, altered a serval
lines of code to make it attack other players instead
of monsters)
Email : ngorham@cris.com
Credits : HoloSelf v1.0
by Perecli Manole
Perecli@ix.netcom.com
Quake-C specification and HTML version.
by Olivier Montanuy
Olivier.Montanuy@wanadoo.fr
ID Software
Micheal Polucha and Tim Polucha (They are the ones to really
thank for this mod, my hats off to you guys. You did a mighty
fine bit of coding here.)
Type of Mod
-----------
Quake C : yes
Sound : no
MDL : no
Format of Quake C
-----------------
unified diff : no
context diff : no
.qc files : yes
progs.dat : yes
Description of the Modification
-------------------------------
This bot is basically a small hack of Mike and Tim Polucha's
Automated Helper Bot, by changing a small portion of the code
I was able to reconfigure the bot to attack other players in
deathmatch, and to be able to distinguish between team members
and enemy team members. I was able to do thing because of
the new field that they added. When the bot is spawned the bot's
self is set to equal the owners self.bot field, so with a simple
hack of the target aquisition portion of the code I was able to
make it target players instead of monsters and check to see if
the player is the bots owner.
Just activate the bot and he'll be completely automated, or you can
take control and wreak some havoc with multi-player fun.
How to use Modification
-------------------------------
Impulse 100 Activates and Deactivates the Bot
Impulse 101 Toggles between Automatic and Manual Control Modes
Impulse 102 Auto: Fires Weapon
Manual: Toggle bot movement-Stop/Walk/Run
Impulse 103 Auto: Toggle auto-fire
Manual: Turn left
Impulse 104 Auto: Teleport to player
Manual: Turn right
How to Install the Modification
-------------------------------
Make a directory called DMBOT off of your quake directory.
Unzip the archive into the DMBOT directory. Now run quake, adding
"-game dmbot" to the command line (do not type the quotes). Bind
the impulses and you're ready to go.
If you would like to see the source code, modify it, or
recompile it, we have included it in the source.zip file.
Technical Details
-----------------
Features:
1. Manual or automatic control of the bot.
2. Bot can draw enemy fire.
3. Seeks out players and attacks them.
4. Teamplay aware, will not attack teammates.
5. Can activate trigger fields on the floor (like
the lights on E1M1 when going down the spiral ramp).
6. Can go through teleport portals.
7. Tries to return to player when player gets too
far away.
8. Added a rapid-fire nailgun to the bot instead of that
laser, because players are much harder to kill than
monsters. (Usually :) )
9. Bot scans its area while firing, and as soon as the current
enemy drops the bot automatically fires on the next target,
and should no other target be available it sprays the corpse
with nails.
Bugs:
1. Bot is insubstantial to its owner.
2. Owner cannot hurt the bot with axe, shotgun, or lightning.
3. Bot cannot trigger buttons on the wall. (Does not trigger
the slipgates, but that is by design.)
4. Bot cannot jump or walk past edges.
5. Bot sometimes gets lost.
6. Certain functions (i.e. teleport, move, etc.)
interrupt the dying process giving you a ghost bot
that is insubstantial and unkillable.
7. Level changes may not be handled correctly by my code
(Bot may not be deactivated, just lost).
8. And hopefully not many more.
Future Enhancements:
1. The ability to target and kill other player's bots.
2. Improved target tracking so the bot leads its target.
Copyright and Distribution Permissions
--------------------------------------
Authors MAY use these modifications as a basis for other
publically available work, after all, I did.
You may distribute this Quake modification in any electronic
format as long as this description file remains intact and unmodified
and is retained along with all of the files in the archive.