Hello
I've in a while been asking around - How can I make my own botscript for the zdoom engine?
I want to make my own basic zdoom engine AI bot script. Like the old zCajun bots but different moves, make better AI intelligence etc.
Any ideas what programs I need to could do this, and how can I start?
How can I make a own AI script?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Re: How can I make a own AI script?
A C++ editor and compiler. No, I'm not kidding.
The zCajun bots exist in Zdoom's source code. The only way you could make a more advanced version of them would be for you to take up programming yourself and make new bots.
The zCajun bots exist in Zdoom's source code. The only way you could make a more advanced version of them would be for you to take up programming yourself and make new bots.
Last edited by edward850 on Sat Jun 02, 2012 4:52 pm, edited 1 time in total.
Re: How can I make a own AI script?
Basically that, mostly. There's been some attempts at making co-op players in DECORATE but there's only so nice you can make the AI in such a case (though you can do some pretty neat stuff).
Skulltag has better bots, though, along with a BOTSCRIPT definition format, which you may want to take a look at if you're considering multiplayer n' things.
[EDIT]
<Edward850> Xaser: You know Carnevil lost the BOTSCRIPT compiler years ago, right?
Guess I do now. D:
Skulltag has better bots, though, along with a BOTSCRIPT definition format, which you may want to take a look at if you're considering multiplayer n' things.
[EDIT]
<Edward850> Xaser: You know Carnevil lost the BOTSCRIPT compiler years ago, right?
Guess I do now. D:
Re: How can I make a own AI script?
So I must open the ZDoom source and replace the existing bots with a new entire code.edward850 wrote:A C++ editor and compiler. No, I'm not kidding.
The zCajun bots exist in Zdoom's source code. The only way you could make a more advanced version of them would be for you to take up programming yourself and make new bots.
But where can I get the source? and how do turn the source into zdoom.exe and normal files after the modification is done? Do I just debug/build it and then run the new built ZDoom.exe?
Re: How can I make a own AI script?
[wiki]Subversion_repository[/wiki]Lightning wrote:But where can I get the source?
[wiki]Compile_ZDoom_on_Windows[/wiki]Lightning wrote:and how do turn the source into zdoom.exe and normal files after the modification is done? Do I just debug/build it and then run the new built ZDoom.exe?
Re: How can I make a own AI script?
Thanks, I'll try that.edward850 wrote:[wiki]Subversion_repository[/wiki]Lightning wrote:But where can I get the source?[wiki]Compile_ZDoom_on_Windows[/wiki]Lightning wrote:and how do turn the source into zdoom.exe and normal files after the modification is done? Do I just debug/build it and then run the new built ZDoom.exe?
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Re: How can I make a own AI script?
......how do you lose a compiler like that? Isn't it, like, in the ST package or something?
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Re: How can I make a own AI script?
It should've been...Vaecrius wrote:......how do you lose a compiler like that? Isn't it, like, in the ST package or something?
Not exactly sure why nobody could reverse-engineer it from the interpreter, which is in ST.