|2nd Jul 2001, 10:51 AM||#1|
JaFO's Bot-editor (Beta 1) : You know you want it
|2nd Jul 2001, 11:11 AM||#5|
That's fast ...
Loadout-options and team-edior are already planned for the Infiltration-part ...
I just wanted to get the basics in, because it could have taken ages if I'd added everything in this first release.
|2nd Jul 2001, 08:13 PM||#6|
Umm.... nice idea JaFO
This is really a neat tool. Where ever did you get the idea?
|2nd Jul 2001, 08:41 PM||#7|
Join Date: Mar. 15th, 2001
Neato, I like the interface; very easy to use... hey wait DLL's BT is easy to use too. But I like the interface.
DLL's gonna release his 2nd version soon so GoGoGo Jafo!
Need a beta tester? DLL's got *COUGH*White Lizard*COUGH*
|2nd Jul 2001, 08:41 PM||#8|
JaFO, this is excellent. Itís like being able to put individual personality in each player. The possibilities are endless.
|3rd Jul 2001, 03:23 AM||#9|
// Where did I get the idea ?
Let's just say 'great minds think alike' ...
When DLL announced his version, I had been thinking about writing something like it already but until a few weeks ago I hadn't had the time to begin & finish it.
// -- to anyone who has downloaded bot-editor v1.00 (beta) :
- Did you encounter any problems ?
- any problems with the screensize of the dialogs ?
I've developed on a system with 1024x768 resolution & one monitor. If you're using a different resolution it might not look as good ...
- Dit it find the correct directory for UT on your system ?
I use the registry to find the directory UT is installed in.
This works on my system with Win98SE, but if you've got WinNT or Win2k there might be "security"-problems ...
- Custom playermodels :
Did you see all your playermodels ?
Did they all have the correct skins/faces/voices ?
- Custom skins :
Did the bot-editor allow you to choose them correctly ?
I haven't seen any real customskins for Infiltration, so whether or not that part actually works is something I don't know ...
- Custom faces :
Did the bot-editor allow you to choose them correctly ?
I haven't seen any real customfaces for Infiltration, so whether or not that part actually works is something I don't know ...
- Customvoices :
Where you able to choose the same voices as you could in UT ?
- Favorite weapons :
I think this is not used in Infiltration, so although you're able to choose one the in-game effect is not certain.
- are there any other features you like to see ?
Loadout- & team-editor are already planned.
Additional support for custommodels will be added if anyone can supply the links where I can download them.
|4th Jul 2001, 11:42 AM||#10|
just a little feedback: The botnames don't change (inside the game) although they are changed inside the infiltrationUser.ini
Seems they are stored somewhere else.
|4th Jul 2001, 02:47 PM||#11|
Infiltration uses TWO (2!) lists with botnames :
- the bots in the teams (as defined in "InfiltrationBotTeams.ini")
- the "normal" bots (in "InfiltrationUser.ini")
The Bot-editor I've made only changes the bots in the latter part.
To use these bots simply don't use any teams you've made.
To verify this I've started an Infiltration Deathmatch.
If I set 'balanced' teams & chose 1 bot & no random order, I got the 'Patrick' with a desert-camo as I'd defined.
Changing the name changed his name too ...
In teamdeathmatch I got the same results, but now the 'skins' were (obviously) determined by the side the bot was on.
|4th Jul 2001, 03:24 PM||#12|
Just 1 more post.
Join Date: Oct. 18th, 2000
I'm currently in the process of designing my GUI and as I'm designing it it's starting to look very similar in some parts to yours. So I was wondering if you would not be too offended if I went and basically mimiced your GUI for my Mac Bot Tweaker.
Also while looking at the INI file and thinking about what you had said before about setting the skins and stuff I think you convinced me. I think I can do it but I had a couple of questions about how you did it. Did you scan other files for the list of modles, faces and camo or did you hard code them in. I'm guessing you scanned some files. If you did which ones did you use. I can't seem to find them, though I'm not very good at knowing where to look as far as UT info goes.
In any case let me know about the GUI stuff as I don't want to step on any toes.
|5th Jul 2001, 08:00 AM||#13|
// GUI :
I don't know how you could do the GUI any different, so it would be stupid if I said no.
Thanks for asking though
You're correct, a few minor things aside I haven't hardcoded those at all.
What I do is this :
- scan all the files with the '.int'-extension :
these contain all the info you need
- look for the 'public'-section ('[public]' in the each file)
- in the public section read all the lines which start with 'object='
- each 'object' contains these fields :
- models are 'easy' part, but they are hardcoded
I just see if the 'MetaClass' = 'BotPack.Bot' for the UT-models
'INF_Core.INFc_sMale1Bot' for the Inf-models
The standard models for UT are in BotPack.Int
Inf has them in 'INF_Core.Int'
- to identify the skins/faces : Class=Texture & description has a value
Example : in FCommandoSkins.int you will find these lines :
The skin :
The face :
If you look at the name, then you see that the face-textures for a skin have almost the same name as the skin.
The faces & skins for Inf are trickier :
Inf_cCamos.int has the skins :
Inf only has 1 model at the moment, so I assume that any texture that starts with "INF_CCAMOS" is a valid skin.
If any models are added in the future, this is the part I've got to change.
Inf_cFaces.Int has the faces :
".Boonie" is a face for the 'boonie' model
".Buzz" is for the 'buzz'-model
".Helmet" for the 'helmet'-model
".Cap" for the model with the cap
and ".rag" is for the last model
Since there are no additional faces & skins at this moment there is no real need to scan all the *.int-files for Infiltration.
If speed is an issue, then this scanning probably is the first part you could drop.