How can I make a own AI script?

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Lightning
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How can I make a own AI script?

Post by Lightning »

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?
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edward850
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Re: How can I make a own AI script?

Post by edward850 »

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.
Last edited by edward850 on Sat Jun 02, 2012 4:52 pm, edited 1 time in total.
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Xaser
 
 
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Re: How can I make a own AI script?

Post by Xaser »

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:
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Lightning
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Re: How can I make a own AI script?

Post by Lightning »

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.
So I must open the ZDoom source and replace the existing bots with a new entire code.
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?
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edward850
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Re: How can I make a own AI script?

Post by edward850 »

Lightning wrote:But where can I get the source?
[wiki]Subversion_repository[/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?
[wiki]Compile_ZDoom_on_Windows[/wiki]
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Lightning
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Re: How can I make a own AI script?

Post by Lightning »

edward850 wrote:
Lightning wrote:But where can I get the source?
[wiki]Subversion_repository[/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?
[wiki]Compile_ZDoom_on_Windows[/wiki]
Thanks, I'll try that.
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Re: How can I make a own AI script?

Post by Matt »

......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?

Post by NeuralStunner »

Vaecrius wrote:......how do you lose a compiler like that? Isn't it, like, in the ST package or something?
It should've been...

Not exactly sure why nobody could reverse-engineer it from the interpreter, which is in ST.
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