Jump to content

[v0.11.1-rc2] ZetaBot: The ZScript Bot


Recommended Posts

                                    ZetaBot-icon.png.e0f162bcb0a539ada2de3cc2971da749.png

 

The ZetaBots are here, to side you in coop or to square you in deathmatch!

 

-----

   (Post your nicest networks on the Pretty Paths Compilation! For more info, see reply below.)

 

Status: Late Beta

Download Links:

 

The ZetaBot is the new generation of AI bots, whether be they friends or foes, still echoes of a distant, long forgotten past. Born to a world of chaos, they were forced to evolve and adapt since their inception. I will tell about their evolution; you don't want to learn the hard way, by being on the other end of the barrel!

 

  • ZetaBot will be capable of using any weapon they find, because they use a special model where a ZetaBot class controls a 'doll actor' (made to look and sound like a player), which can pick up any weapons, which are used. The kinds of dolls that can be "possessed" and weapons that can be used are known thanks to special modules - ZetaModules.
  • ZetaBots works for both cooperative and deathmatch play, including team-play support. In the former, they're good at mopping the floor with monster brains, less so at navigating around obstacles, but still quite better than the default ZCajun. In the latter, they make for formidable opponents, easy to overlook but tough to overcome! You will have some new lead piercings after you encounter one. Hey, at least they're for free!
  • A functional pathing system that the bots can actually use. Nodes are plopped manually, and can be stored both in a node list CVar or in node lumps. The CVar stores a serialization format that allows multiple levels into one. By default, dumping the nodes of a level will result in them being appended to this CVar, or overwriting a previous version of the section for the same map. It is also possible to copy the value of a node list to a ZBNODES lump even in a separately loaded WAD, a catch-all that can contain nodes for many maps, or if you're a mapper, you can include nodes for your newest creation as a ZBMNODES lump right after your map's lumps. Pathfinding is in real-time and dynamic -- if a lowering floor makes a new path or area accessible, the ZetaBot will know!
  • It is possible to place nodes in-game, testing with bots as you go, and even save. A set of default keybinds that uses primarily the numpad is included, but can be changed in the Controls menu. Tip: set zb_autonodes and zb_autonoderespawn to false as you do, lest some guinea pig test subjects ruin the whole thing while you were working on it! The navigation system was heavily inspired by Unreal Tournament - so if you have used the Unreal Editor and know how to plop down PathNodes in Unreal, you might already have an idea on how or where to plop down ZetaBot path nodes well here!
  • Multiple bot voices, both male, female, and even robotic. With taunt lines, hurt ouches and angry screw-yous, and of course the occasional silly idle chatter to top it all off, to give some personality to Alicia, your favourite war veteran boomer.
  • Simulates an actual player as closely as possible, with a very similar movement set and default weapon module behaviour for your favourite games. Some obvious engine limitations (like not being present in the scoreboard) are ultimately inevitable... but might actually be worked around in the future, as the GZDoom source port is continuously developed and exposing more and more of its own guts to ZScript. Hayo! (Ew, guts, though.)

 

 

ryRyqh8.png

 

Edited by Gustavo6046

Share this post


Link to post

Let's play a game. Welcome to the...

 

Pretty Paths Compilation!

 

No, really. I'm gonna make a gallery with some of your submissions, but read on.

 

The most important pretext is that zt_showpaths allows one to dynamically visualize paths between nodes as the latter are plopped. Path nodes can easily be added from the game itself, and can also be saved and loaded (by default numpad 8 and 9, for saving and loading respectively).

 

Those paths can be really pretty! This is your chance to show the world your paths.

 

So, create some paths! Here's some guidelines:


a) No need to bring up an editor - this mod already adds key bindings to the controls menu for plopping down nodes and stuff.
b) Just normal nodes (numpad 2 by default) are enough (don't worry about the node types).
c) It doesn't have to be a big level. In fact, it doesn't have to be the whole level at all!
d) While you do it, use zt_showpaths to make sure all your nodes are connected nicely, and that hopefully all the important ground is covered. :)

e) If you do mess up, bind the key to delete the last plopped node, in the Controls submenu under ZetaBot Pathing. I personally use Backspace as I don't really use it for anything else in GZDoom/LZDoom, but you do you.

 

Once you're satisfied, take some screenshots of your paths while display them with zt_showpaths. And then, post them here! All path net screenshots posted until May 1st will be added to a public gallery for all to see.

 

Here's an example of what I mean, alongside the image on the bottom of the first post already.

 

XifRBmH.png

 

Happy pathing!

Edited by wallabra

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...