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Thread: reborn and jv-bots ?

  1. #71
    Developer Sor's Avatar
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    You'd have to find the corresponding Actor animations (forgot to mention that). Unfortunately, I'm not too familiar with this whole animation business either

    Though all of it is there in the models/human/ folder, check multiplayer_generic_human.tik and (...)_extra.tik files. Perhaps also check animation/ subfolder if you can't find it in those files.
    Morpheus Script (MoH) => You try to shoot yourself in the foot only to discover that MorpheusScript already shot your foot for you.

  2. #72
    Administrator James's Avatar
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    most animations that I know of reside in pak0\models\human\animations

  3. #73
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    every human animations are there and the player models are using that as well.

  4. #74
    Developer Sor's Avatar
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    Quote Originally Posted by Veers View Post
    every human animations are there and the player models are using that as well.
    Players do not use the same animations, even for moving.
    Morpheus Script (MoH) => You try to shoot yourself in the foot only to discover that MorpheusScript already shot your foot for you.

  5. #75
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    hmm you are right. i missed something

  6. #76

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    Well, what I've tried doesn't work, so I will just release an up-to-date bots v1 all-in-one mod for everyone here when I can get that packaged together.

    Anyone have Bots V2 that worked on the hunt? Noticed this page, but the download link doesn't work since MegaUpload was shut down... maybe I could work off of this framework. What I've tried doesn't work (making bots in v1 lean, jump, and strafe randomly). I'm using pretty much the same code from bots3, but it just doesn't integrate right into bots1... and I'm missing something for sure... that's the reason it's not working, but I can't put my finger on what.
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  7. #77

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    Thread: reborn and jv-bots ?

    Did they ever finish a good server side only bot system for DM and OBJ maps?

    The ones I have found crash on reborn server. '

    Otherwise in this thread Thread: reborn and jv-bots ? they mention using player models and ai

    Is there a way to attach the ai to a player in game instead of just using the player model use an actual player?

    Something even better would be attaching random movement to a (bot) player and that player having an aimbot. The aimbots I have seen are way too fast and only one aimbot working on Reborn patch but then stufftext is disabled and I cant control movements.

    Is there an aimbot that doesnt disable stufftext that works on Reborn?

    I know this is a conterversal issue as far as a player having a aimbot. But if this player is designated as a training bot and no actual player is sitting a the keyboard then the idea of cheat should be null. Bringing life back to MOHAA is the purpose of this post.

    A working server side bot mod working for DM and OBJ maps on a reborn patch is preferred.

    But, Corruption 4.5 disables stufftext and aimbot is too fast not enough realistic options. Currently the players just stand in one place auto aiming and shooting and then goto spectate I am guessing because the autoaim functions are not using anything that server sees as player movements.

    With my random movements and auto aim and delayed firing would be great but working reborn bot mod that works server side with no client pk3 would be best!

    Does anyone have a working server side only bot mod?

  8. #78

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    if you are asking for something like CS:GO bots then the answer is no. they are just like singleplayer bots, a very basic AI.

    also the existing serverside bot mods are really laggy, and the bot system included in the openmohaa project is still unfinished.

  9. #79
    Administrator James's Avatar
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    The short answer is no, "real" ai, doesn't really exist for MOHAA. I wish it did, because I think that would be awesome. Even jv_bots had a series of paths they had to follow and it wasn't "true" AI. Everything was programmed. Honestly Leyok was probably the closest to getting it working, but it was a Proof of Concept.

    Regarding stufftext; yes, I'm aware corruption disables stufftext. You can easily disable it in several ways. Hexeditting is the most common, but you can disable it straight through the engine as well or even editting it in memory.

    With the reborn patch, the way we detect this is we generate a random string and see if the client gets it or not. If he gets it via stufftext that means that stufftext is enabled, if he doesn't then it means it's disabled. The way corruption works (if I'm not mistaken), it's either off or on like a switch. You can toggle it, but even if you toggled it you wouldn't be able to know when the random string of characters is passed through the game, so I don't know of a way to bypass it. It might not be the best way to check against stufftext, but I think it's pretty reliable and it's a good way to see if the client on the server has stufftext tampered with or not.

    Hope that answers your question.

  10. #80

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    I would like to reenable stufftext how would this be done through the engine?

    Quote Originally Posted by James View Post

    Regarding stufftext; yes, I'm aware corruption disables stufftext. You can easily disable it in several ways. Hexeditting is the most common, but you can disable it straight through the engine as well or even editting it in memory.

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