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InsideQC Forums • View topic - Backpacks

Backpacks

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Backpacks

Postby redrum » Sat Jul 28, 2007 1:34 pm

Guys, how can I have a message displayed of the contents of a backpack when it is picked up?

Also, how can I get the Frikbots to pick up the backpacks?
They don't seem to be aggressive enough in picking them up.

I'm running a QW server with the Frikbot mod.

Thanks.
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Postby Orion » Sat Jul 28, 2007 3:42 pm

Well, to the Frikbots get backpacks I don't know, but to the backpack display the messages, you'll see something like PRINT_LOW in the sprint parameters, change it to PRINT_MEDIUM or PRINT_HIGH in all BackpackTouch sprints.

Because some newer clients avoids "you got" messages, because they're PRINT_LOW.
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Postby Monster » Sat Jul 28, 2007 3:56 pm

I don't think the frikbots have a backpack pickup AI at all. They only will pick them up if they happen to run across one going through their waypoint paths.

It would be nice to have that though, then they would be much more of a challenge in 1v1 :D
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Postby scar3crow » Sat Jul 28, 2007 3:58 pm

Just make the bots look at the backpacks as a weapon or an ammo pickup? You could get kind of fancy and have them take note of any victim who was using rl/gl/shaft and if so, their backpack gets a high priority.
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Postby FrikaC » Sat Jul 28, 2007 5:15 pm

Backpacks as a generic item are given a priority of like 5, which is quite low. The reason for the low value is that backpacks often drop into dangerous places , e.g. lava.
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Postby scar3crow » Sat Jul 28, 2007 5:38 pm

I am making this suggestion with the admission that I don't know about qc.

Perhaps half a second after the backpack spawns, do a contents check, and if it is found to be in a hazardous material, flag itself as such. Then when bots see the entity, they see the entity's own flag (which it has already calculated and only does so once) and then can weigh it based upon the flag (lava basically being a no-go, slime being a maybe, water being a low risk, and other wise its good). The only time where backpacks are too high of a priority is taking a longer route to health for 25 additional shells...

I played the Frogbot recently, and I noticed on a hard skill, I died while firing rockets at it, and dropped a pack, containing my rl and at least 15 rockets... When I came back to the area (dm6, rl/ra room) I found the bot camping the rl to get more ammo - and not touching my backpack at all which was in plain sight.
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Postby Monster » Sat Jul 28, 2007 5:42 pm

Cool idea. But what if the backpack is in an unreachable location ? how would the bots know where to go to get the backpack? Maybe have them go to the waypoint closest to the backpack to get it..
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Postby scar3crow » Sat Jul 28, 2007 5:45 pm

I would imagine (and this is still blind thinking regarding qc and fbx) that if it wasn't easy to immediately grab, they would check the route table for a path there, and seeing none, give up on it as it is outside of the reach as determined by the waypointer.
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Postby illithid » Mon Aug 06, 2007 4:52 am

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Postby illithid » Mon Aug 13, 2007 11:58 am

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Postby redrum » Tue Aug 14, 2007 2:37 pm

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Postby Dr. Shadowborg » Tue Aug 14, 2007 5:23 pm

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Postby illithid » Thu Aug 16, 2007 12:09 am

Dr Shadowborg :
Thanks.

redrum:
I rewrote bits of the item pickup priority code, included new waypoints for DM1, DM4, DM5 & DM6, added Deathmatch mode 3 support and random respawn spots. It's nothing fancy actually, but if you observe bot behaviour between the original FBX and FBX+, you'll see the difference.

The source code is included and commented so you can have a look in bot_ai.qc and bot_fight.qc to see the changes I made.

FBX+ basically came out of a need to have a "vanilla" code base for FBXDoom and FBX-PainKeep.
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Postby redrum » Sun Sep 16, 2007 5:25 am

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