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BotsCombos under development  XML
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BotFodder

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If you've been reading the Developer's threads, you're probably already aware of this. But I thought I'd mention it here, so that other folks might weigh in on the coding side if you're curious ...

Two combos are "broken" by RPG - and one technically is broken right off the bat:

  • Booster (XGame.ComboDefensive) will not increase your shield if your health is above your "SuperMax" - this can happen with Medics in DruidsRPG
  • Berserk (XGame.ComboBerserk) can result in a slowing of weapons fire for players with Weapon Speed

    Additional combos are of questionable use; when running a strictly Invasion server, Invisibility could be removed, as monsters can still fully target an "Invisible" player.

    BotsCombos does (or "will do") wholesale replacement of Combos. An optional configuration file will allow for the removal of certain combos by specifying a "blank" combo. By default, BotsCombos will keep all four original combos, and simply result in the replacement of the broken Booster and Berserk combos (and in the replacement of those combos, the "fixed" combos will work using the same keystrokes as the originals).

    BotsCombos works best in a "dedicated server" environ; there are no plans to code for and test in other environs (there is code specific to non-dedicated server environs in the mod, but no guarantees are granted or implied in the mod as a whole, much less its operation in unsupported environs).

    BotsCombos will be (hopefully) independent of both UT2004RPG and DruidsRPG. If a server admin comes across another situation where BotsCombos would be useful, the mod should (hopefully) work fine.

    NOTE: At the current development stage, Berserk has not yet been replaced. Certain goals for the replacement of Berserk may require inter-operation with UT2004RPG's code.

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    BotFodder

    Wicked Sick!
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    The Booster replacement:
    The Booster replacement as currently designed will continue to increase shield armor when a player's health is at or above their "SuperMax" (usually, Start + 99). The Booster replacement "shuts off" (stops eating adren) if it fails to increase shield armor (there is a fine distinction here: it does not stop when it increases shield armor to max, but shuts off at the next attempted increase to shield armor, if shield armor is still at max).

    The Berserk replacement:
    The Berserk replacement will increase weapons' fire rates by a configurable percentage of the "base fire rate" over the "current fire rate" (defaulting to .5 or 50% of "base" faster than "current").

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    FodderFigure

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    BotsCombos... part of this complete breakfast.

    No really, I don't read the Developer's threads, I leave that stuff up to the experts and I just wait ubtil you guy work out the bugs.

    Where do I get this " BotsCombos"? and how do I add it so I can use it?






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    KohanX

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    Berserk is sort of difficult to do, being as how the code for it is in each individual weapon (AFAIK).

    Of course, you could modify the RPGWeapon to handle the functions...
    BotFodder

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    KohanX wrote:
    Berserk is sort of difficult to do, being as how the code for it is in each individual weapon (AFAIK).

    Of course, you could modify the RPGWeapon to handle the functions... 

    Berserk will do basically what UT2004RPG does - but will do it after UT2004RPG (I hope - testing so far, it seems like it's working right).

    Inventory objects have an "OwnerEvent" function that is passed an event name. If that event is "WeaponSwitch", you can then get and modify said weapon to do what you need it to.

    The key for BotComboBerserk and it's accompanying inventory object is that as long as UT2004RPG's RPGStatsInv object has already modified the weapon fire rate, we can further modify that weapon fire rate.

    FodderFigure wrote:
    Where do I get this " BotsCombos"? and how do I add it so I can use it? 

    I'm still in the middle of polishing it up (and making sure that Berserk terminates appropriately everywhere). Once it's done, it's up to Dru/Shan to add it to the server, in which case your client will download it after it's added.

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    Szlat

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    The "alternative" implementation for berserk would be to increase the damage done, rather than the frequency of firing. It may be slightly easier to implement.
    (And remember to test with quickfoot weapons.)
    BotFodder

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    Am I missing something about QF weapons?

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    BotFodder

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    Not tested with Quickfoot weapons - too addled right now to figure out what the deal is there. However, otherwise it's ready for release. See the readme in the BotsCombos directory.

    NOTE: Not tested or supported in an environ other than Dedicated Server!

    EDIT 10/28 - replaced file. Source has more complete comments; .u/.ucl rebuilt - however, no additional functionality exists (IE, the same bugs that were there, if there were any, are going to still be there).

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    BotFodder

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    I've discovered a minor bug with bots failing to use combos when this mod is active (and it can occasionally result in a little bit of log spam). I think I know how to fix it and will make a go at it this afternoon. Should probably be fixed by 4:30pm ET.

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    KohanX

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    Bot support is for the weak! o.o... I dunno... Maybe I should spend a few years creating a really cool AI that could figure most stuff out on its own, such as scanning through all the combos in all the packages and knowing what they would all be used for... Bah, ignore me.
    BotFodder

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    Updated - Readme has a bit more info; I got a little anal with the code ... and bot functionality should work - but again, not the easiest thing to test.
     Filename BotsCombos.zip [Disk] Download
     Description
     Filesize 16 Kbytes
     Downloaded:  321 time(s)


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    BotFodder

    Wicked Sick!
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    Ping for Dru. The zip in the previous message has a readme in the BotsCombos dir (which also includes a copy of the source). As long as all you intend to do is use the original four combos (or, more accurately, the original Invis and Speed, and modified Berserk and Booster), no extra configuration is needed - just the standard "Add to server packages and ensure games are using the mod".

    If you are going to use the ECE combos (Crate and I don't recall the name of the other one), some tweaking of the BotsCombos.ini (well, creating it and then playing with the config) as well as the mutator selection on your server will be needed.

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    {RAD}Raze2K5

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    hey brudda, quick question about the readme:


    it states:

    ==== Additional Configuration Information ====

    You can create a file called BotCombos.ini

    The default configuration is equivalent to:
    =======================================
    [BotsCombos.MutBotsCombos]
    newComboString(0)="BotsCombos.BotComboDefensive"
    newComboString(1)="BotsCombos.BotComboBerserk"
    newComboString(2)="XGame.ComboSpeed"
    newComboString(3)="XGame.ComboInvis"
    newComboString(4)=""
    newComboString(5)=""
    newComboString(6)=""
    newComboString(7)=""
    newComboString(=""
    newComboString(9)=""
    newComboString(10)=""
    newComboString(11)=""
    newComboString(12)=""
    newComboString(13)=""
    newComboString(14)=""
    newComboString(15)=""
    newComboClass(0)=class'BotsCombos.BotComboDefensive'
    newComboClass(1)=class'BotsCombos.BotComboBerserk'
    newComboClass(2)=class'XGame.ComboSpeed'
    newComboClass(3)=class'XGame.ComboInvis'

    [BotsCombos.BotComboBerserk]
    Modifier=0.50
    =======================================

    should this be BotCombos.ini or BotsCombos.ini ??

    I guess the reason i ask is: I have this excellent mod on my server... it works in fixing the booster and berzerk combos wonderfully... but i can't get invisible to go away no matter what i try i can still activate it and it happens accidentally so many times ( and i'm actually trying to replace it (( any insight?

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    BotFodder

    Wicked Sick!
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    Um. I think BotsCombos.ini

    Sorry. Typo I'd assume.

    Been a while since I've looked at it.

    The removal of a combo I'm not sure I tested thoroughly - it theoretically should work, but YMMV.

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    {RAD}Raze2K5

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    BotFodder wrote:
    Um. I think BotsCombos.ini

    Sorry. Typo I'd assume.

    Been a while since I've looked at it.

    The removal of a combo I'm not sure I tested thoroughly - it theoretically should work, but YMMV. 


    ok, I got invisibility removed; booster and berzerk now work as they should, and speed still works!

    all variations of BotCombos.ini, BotsCombos.ini, [MutBotsCombos ... etc etc... none of it worked... then i realized you had the classes in the zip file, so i just made the appropriate change there (removed invisbility) and recompiled and it works like a charm!

    Quick question though, if I want my resurrection combo in there, do I have to move the resurrection uc file in there before I compile? because it seems like it's creating a new combo class all it's own... and even though it's in there, and set to take over the invisibility combo, it's still the standard combo for it (back back forward forward)... I'm at work so I can't test it, but i wanted to know if I was approaching this the right way...

    by the way, hell of a structure. nicely coded, easy to follow... job well done!

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