Export bots to zscript...
Moderator: GZDoom Developers
Export bots to zscript...
...because hardcoded bots pathfinding and aiming on/with non vanilla maps/weapons is questionable at best.
I think I could do it myself, but Im not sure from what I must start.
I think I could do it myself, but Im not sure from what I must start.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Export bots to zscript...
The bots are entirely unsupported code, that also means not getting help with their implementation.
Re: Export bots to zscript...
You mean its bad? Or some other problems?entirely unsupported code
Im not up to date with bots and why they was removed from engine and returned back at some point.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49225
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Export bots to zscript...
It means that this code was written 20 years ago by a person who hasn't been part of the Doom community for just as long. None of the active developers has ever invested any time in this code aside from keeping it from totally breaking apart.
Re: Export bots to zscript...
So its more "write new bot code from scratch and then export it to zscript" than "export already existing code to zscript"", got it.
- Marisa the Magician
- Banned User
- Posts: 3886
- Joined: Fri Feb 08, 2008 9:15 am
- Preferred Pronouns: She/Her
- Operating System Version (Optional): (btw I use) Arch
- Graphics Processor: nVidia with Vulkan support
- Location: Vigo, Galicia
- Contact:
Re: Export bots to zscript...
Rachael and I talked about this long ago. Exporting bots really would mean having to rewrite the whole thing from scratch. Perhaps just only providing the base skeleton for the AI then having someone else do the rest of the job.
Re: Export bots to zscript...
If anyone else wants to code ZScript bots, my only real requirement is that they modify the player input state in order to move, etc. And that they're smart enough to handle non-vanilla weapons/items.
But otherwise, yeah, it's pretty simple to create a GZDoom where most of the ZCajun code is removed.
But otherwise, yeah, it's pretty simple to create a GZDoom where most of the ZCajun code is removed.
- Deybar_TECH
- Posts: 163
- Joined: Wed Dec 26, 2018 3:36 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 7
- Graphics Processor: Not Listed
- Location: El Alto - La Paz - BOLIVIA
- Contact:
Re: Export bots to zscript...
I adore and use the (bot) because I don't have internet at home.
and for years I thought they were only available in (zandronum & skulltag)
I recently discovered that they can be used in any (zdoom).
and I would like to work with them now that I can.
My opinion is that a console command called (] add BotActor "name") is added and that this actor be treated as a bot and derived from the PLAYERPAWN or a new BOT_PLAYERPAWN. This actor should be able to appear in the scores, be hated as a player and also be able to (revive / respawn) automatically.
its operation as intelligence, ability to use doors, pick up objects and use weapons would be determined by the modders with the help of ZScript if a function similar to (tick) is replaced and that inside only has defined (A_Chase) to work as a (Monster) with the flag (FRIENDLY)

and for years I thought they were only available in (zandronum & skulltag)
I recently discovered that they can be used in any (zdoom).
and I would like to work with them now that I can.
My opinion is that a console command called (] add BotActor "name") is added and that this actor be treated as a bot and derived from the PLAYERPAWN or a new BOT_PLAYERPAWN. This actor should be able to appear in the scores, be hated as a player and also be able to (revive / respawn) automatically.
its operation as intelligence, ability to use doors, pick up objects and use weapons would be determined by the modders with the help of ZScript if a function similar to (tick) is replaced and that inside only has defined (A_Chase) to work as a (Monster) with the flag (FRIENDLY)
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: Export bots to zscript...
Opinions are nice, but in this particular situation, code patches are nicer.
Re: Export bots to zscript...
If you mean pathfinding, it can be done by adding read only thinker field to sector struct which would contain, and monitor, all data about neighbor and "self" sectors, like area, size, height, lines status, accessibility (for actors) to other sectors, stuff for creating and using A* graph, discrete math and graph theory stuff.Marisa Kirisame wrote:Rachael and I talked about this long ago. Exporting bots really would mean having to rewrite the whole thing from scratch. Perhaps just only providing the base skeleton for the AI then having someone else do the rest of the job.
But Im not sure that sector struct is suitable place for this, since Im not familiar with gzdoom well enough.