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Thread: Zombots Mod

  1. #1
    Lieutenant Loveboy's Avatar
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    Zombots Mod

    Hey guys! Soon i have summer holidays, and in this holyday i want to make a zombots server.

    I see some servers with botzombies but have somebody got a already the finished zombots mod?

    If yes pls send download link, i will rechange in my style the zombots..

    Thank you!

  2. #2
    Sergeant EvoloZz's Avatar
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    Summer holidays only soon? I am on a holiday already for almost a month

  3. #3
    Lieutenant Loveboy's Avatar
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    wtf nice but my is in 2 weeks.. and i want to modding.. SO ZOMBOTS, SOMEBODY HAVE GOT ALREADY A FINISHED?

  4. #4
    Assadministrator kung foo man's Avatar
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    You want to mod it, but want a ready mod first? ^^

    Why not start your own? That would make you learn to script better
    timescale 0.01

  5. The Following 3 Users Say Thank You to kung foo man For This Useful Post:

    Jeplaa (23rd June 2013),randall (23rd June 2013),RobsoN (23rd June 2013)

  6. #5
    Private First Class Earliboy's Avatar
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    Well ye...
    its not okay if u want an finished zombots mod and change it to your own style, its sort of stealing/changing someone codes. I donīt like that
    But ye, its your choice.
    No ... No ... this is not possible .......

  7. #6
    Lieutenant Loveboy's Avatar
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    @kung : sure i would start a new zombots mod, but look, i am not too good... If i have problems or need help then don't wonder if here are 12534 Posts per day, so thats too difficult

    @ealiboy : you have not too the mod from hungarys?

  8. #7
    Private First Class RobsoN's Avatar
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    Making zombot takes a lot of work and a well-functioning algorithm. Not a lot of people did zombot and I think you can't get the source code. You need to make an algorithm that will not be charged to the server and also chose the shortest path (the problem comes at the height of 3D maps and locating entity).

    Here is simple navigation mesh tutorial (found by iznogod): http://www.ai-blog.net/archives/000152.html
    In my zombots i used A* search algorithm, I adapted it to 3d maps and it's working well (https://en.wikipedia.org/wiki/A*_search_algorithm)

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    kung foo man (23rd June 2013)

  10. #8
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    Forget the navmesh, use waypoints for pathfindig. I think its easier to programming and maybe faster (in CoD) than navmesh. Actually i tried IzNoGod's alpha version botmod, and mine waypoint-based mod seem to be faster. It's not laggy with 24 bots and 16 players.

    For pathfinding use A*, there is a script in iw_07.iwd/maps/_astar.gsc. Save in array the all paths between waypoints. If you have done with these functions, you're over the worst.

    In next step you have to spawn bots, and find the optimum (shortest) path to player.

    My tip:
    Save resources where you know. For example use distanceSquared() instead of distance(). Function distance() includes squareroot, and it needs lot of memory.

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    kung foo man (23rd June 2013)

  12. #9
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    I would avoid the use of distanceSquared() when working out the shortest path. Imagine a right (90-degree) rectangle ABC (AB being the hypotenuse), and you are to find the shortest path from A to B.
    Obviously, there are only two paths from A to B in total: one is A-B and the other is A-C-B. If you use distanceSquared(), you will see that both paths are the same (as it goes from the Pythagorean theorem). But it's obvious that the first path is the shortest.

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