I'm also interested how current bots (SP) work and why they can't be used for MP. Or what are their limits. There's a lot of code in the engine we could try to use from the scripts if I knew something more. I never looked into that.
Yes, with traces. One would do it beforehand since this'll only work for navigational nodes, the rest is up to the modder.
A node is just an entity of which the most important property is their location. Thus nodes can be dynamically added during runtime by the pathfinding algorithm,
if necessary. Here we can choose whether they stay or are disposed of after use. In the latter case, we don't even need the entity, just a vector.
In the other case I think it makes more sense to introduce a cooldown. If they aren't used after X amount of time, they are disposed of. But here they may be
node entities with their own set of data.
I didn't know quake3/MoH had such a system. Damn.. why do I even bother thinking up optimization for pathnodes![]()
I wonder, if this was possible, why singleplayer uses pathnodes instead...
Morpheus Script (MoH) => You try to shoot yourself in the foot only to discover that MorpheusScript already shot your foot for you.
I can't really say for sure, I glanced over the q3 source code before but I think this has been significantly modified in MoHAA. I mean, the original Q3 bots were designed for multiplayer.
MoHAA works with this "leash" business (used to keep bots from venturing too far from the 'origin') and the scripting commands available for actors also suggest some dramatic modifications.
If you have it reversed (but I assume not) I could take a look at it. Doing the logic in C definitely has its benefits...too bad I'm not C-worthy yet.
Morpheus Script (MoH) => You try to shoot yourself in the foot only to discover that MorpheusScript already shot your foot for you.
The SP AIs can be used in MP. I made COOP gametype long ago. In "models/human/new_generic_human.tik" file you have to delete some $include lines and they will work. I already don't know what lines are they. Just need to try. Of course this is client-side so everybody must have the new_generic_human.tik.
hey hey hey yes i remember playing this mod with my brother![]()
How does the lean portion of the script work / what's the easiest way to make bots lean? I'm trying to understand it, but I don't get it. I've made simple changes in JV Bot (using cvars instead of hard coding task priority), and I'm liking what I'm seeing. I'm trying to grab what's in the proof of concept to make bots lean and jump. Assuming I won't be using the variables from the proof of concept, how would I make bots lean and jump using just self?
For leaning, I tried to add this, but again, I'm missing variables such as level.bots. and self.cueued_upperanim --- I can get the values for level.bots.x but I don't get this cueued_upperanim thing... I can't find anywhere in the script that actually does the leaning in the POC.
Is there an easy way to make a bot jump randomly (normal height)?Code:// randomly sets lean lean: // Took out these conditions // && self.position && self.position != "prone" && self.position != "crouch" if(self.task && self.task != "defendbomb"){ self.leandir = 0 while(isAlive self) { self.leandir = randomint 3 - 1 self.key_lean = self.leandir local.lean = self.key_lean local.target_lean_angle = local.lean * level.bots.lean_angle local.delta = local.target_lean_angle - self.lean_angle self.lean_angle += local.delta * level.bots.lean_speed * 0.05 if(abs self.pitch < 5.0 && abs self.lean_angle < 5.0) { // this anim does play self setupperanim self.cueued_upperanim self waittill upperanimdone } wait 0.2 wait (randomfloat 1.0 * (1.0 - level.bots.skill)) } } end
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Great to see and read so much interest and effort into the bots- If you need test / Dev servers give me a shout never thought would see an advancement on this side of MOHAA
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I would like to play the single player again but with different and smarter bots.
I'm trying, but I need help making them lean / jump... hoping someone understands how to make this work.
Browse MOHAA Servers Post GameSpy Era
VISIT MOHREBORN.COM FOR LATEST INFORMATION
Medal of Honor: Game Server Browser Fixer - Patches your MOHAA, MOHSH, and MOHBT game binaries to allow you to retrieve a list of game servers within the multi-player menu in-game even after GameSpy ceases operation!
Medal of Honor: Query Launcher - Find, browse, organize, join, get your ping, and get more information regarding all Medal of Honor (AA, SH, & BT) servers from your PC at any time!
Medal of Honor: Web Server Master List - Find and browse all Medal of Honor servers online using your browser!
Add your Medal of Honor Server to the Master List
YouTube Video for Medal of Honor: Query Launcher and MOHAASERVERS.TK!
MOHAA Mods and UtilitiesOwN-3m-All's Mods
Make Me Stock - A program that allows you to easily move-in and move-out non-stock mods and other files at the click of a button. Automates adding / removing mods without having to copy / move files manually.
Quality Game Servers
Rent dedicated Dallas Texas, Kansas City, Las Vegas Nevada, Chicago, Pennsylvania, and Sofia Bulgaria MOHAA and other game servers from We Be HostiN starting at $10 a month.