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  1. #1
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    NOTICE:

    These training bots are in the alpha stage. They are currently client-sided and missing other non-critical features like f11 recording. Server-sided bots is monstrously difficult so please bear with me while I figure it out. Also don't get too attached to your bot recordings just yet, they might become obsolete.

    HAVE FUN and please do let me know me if you encounter any annoying bugs or other weird things.

    Thank you all for your love and support <3!!






    Commands can be executed using in-game macros (F1-F8).


    Utility

    • /bot help (Done)
    ○ Launches this webpage.

    • /bot nuke|destroy|ignore [bot name] (In Progress)
    ○ Sends a meteor at the target. If target is your bot, it despawns. If target is someone else's bot it is disconnected on your client only. Default: Nukes the bot you are currently looking at.
    ○ Stop with "/bot stop nuke|destroy|ignore".


    Primary Commands

    • /bot spawn [amount] [has_random_outfit] (In Progress)
    ○ Spawns the specified amount of bots with a random outfit/gender if desired (Weapons/Items not included). Default: Spawns 1 exact bot clone of you.
    ○ [has_random_outfit] can take the values yes/no, y/n, true/false, t/f, on/off, 1/0
    ○ Players are currently limited to a max of 1 bot each.
    ○ Despawn bots with "/bot stop spawn".
    ○ Dev note: Still need to spawn server-sided bots.
    ○ Dev note: Increment semaphores instead of assigning random MUID.

    • /bot despawn|remove [amount] (Done)
    ○ Despawns specified amount of bots. Default: Despawns your current bot you are looking at, otherwise despawns your last spawned bot.

    • /bot kill [amount] (Done)
    ○ Kills specified amount of bots. Default: Kills your current bot you are looking at, otherwise kills your last spawned bot.

    • /bot stop [command] (Done)
    ○ Stops doing specified command. Default: Stops all commands, excluding spawn, god, and ammo.
    ○ I.E. "/bot stop spawn" despawns the bots. "/bot stop aim" stops the bots aiming at you. "/bot stop" stops almost everything.

    • /bot tp (Done)
    ○ Teleports your bot you are aiming at or otherwise teleports all your bots to you facing the opposite way.
    ○ Reanchors the bot if "/bot anchor" is on.

    • /bot record (Done)
    ○ Records and temporarily stores player inputs into a recording cache until a stop command is issued.
    ○ Stop recording with "/bot stop record" or "/bot play".
    ○ Note: For convenience, an action to switch to your current weapon is automatically recorded in the beginning.

    • /bot save [filename] (Done)
    ○ Saves current recording cache using specified filename along with the current map and your gender into a custom replay file. Default: filename is the current timestamp YYYYMMDDHHMMSS

    • /bot load (Done)
    ○ Opens bot replay menu and loads specified replay file into recording cache.
    ○ Thanks for making the menu McSic!

    • /bot delete (Done)
    ○ Opens bot replay menu and PERMANENTLY deletes specified replay file.
    ○ Thanks for making the menu McSic!

    • /bot play [is_relative] (Done)
    ○ Stops recording and loops recording cache on all bots. If is_relative is on, the bot uses relative positioning and can be offset with each loop. Otherwise the bot uses absolute positioning. Default: is_relative = true.
    ○ [is_relative] can take the values yes/no, y/n, true/false, t/f, on/off, 1/0
    ○ Stop playback with "/bot stop play".
    ○ Mouse movement can be overridden with "/bot aim".

    • /bot mimic [is_possessing] (Done)
    ○ Bot looks where you do and mimics your actions in real time. You can't move if possessing the bots. Default: is_possessing = false.
    ○ You can select which bot to possess by aiming at them.
    ○ [is_possessing] can take the values yes/no, y/n, true/false, t/f, on/off, 1/0
    ○ Stop mimicing with "/bot stop mimic".


    Flag Commands

    • /bot god (Done)
    ○ Locks bot HP at 1000.
    ○ Disable godmode with "/bot stop god".

    • /bot ammo (Done)
    ○ Locks bot ammo at 1000 on all guns and items. Guns can still reload.
    ○ Disable infinite ammo with "/bot stop ammo".

    • /bot ghost [opacity] (Done)
    ○ Bots become transparent with player collision disabled and can no longer attack or be attacked. Default: opacity = 50%
    ○ 0% ≤ opacity ≤ 100%
    ○ Disable ghost mode with "/bot stop ghost".
    ○ Stephan's idea for skillmaps. :)

    • /bot anchor [distance] (Done)
    ○ Anchors bot to its current location. Bot teleports to saved location when displaced by a specified distance measured in body-widths. Default: 0
    ○ Disable anchor mode with "/bot stop anchor".
    ○ Bot can be reanchored with "/bot tp".

    • /bot aim [playername] (Done)
    ○ Your typical aimbot. Continuously aims at specified player or bot near the torso region. Default: Aimed target, otherwise aims at nearest enemy.
    ○ Stop aiming with "/bot stop aim".
    ○ Overrides mouse movement of "/bot play".
    ○ Overridden by "/bot counter".

    • /bot dmg [percent_damage] (Done)
    ○ Nerfs the bot's total damage to the new percentage. Default: Random each attack.
    ○ 0% ≤ percent_damage ≤ 100%
    ○ Return to normal damage with "/bot stop dmg".

    • /bot reflex (Done)
    ○ Bot faces attacker when hit.
    ○ Disable reflex mode with "/bot stop reflex".

    • /bot follow [playername] (Done)
    ○ Follows specified player or bot and teleports to target if too far away. Default: Aimed target, otherwise nearest enemy.
    ○ Stop following with "/bot stop follow".

    • /bot counter [yaw] [pitch] (Done)
    ○ Counters with massive in specified direction. If bot gets a massive it turns relative to its current direction and massives. Default: Random if both parameters are empty.
    ○ Yaw is looking left and right relative to original position. 0 ≤ yaw ≤ 360 degrees. Default: No change.
    ○ Pitch is looking up and down using absolute positioning. 0 ≤ pitch ≤ 180 degrees. Default: pitch = 90 degrees.
    ○ Stop countering with "/bot stop counter".
    ○ Overrides "/bot aim".

    • /bot sf (Done)
    ○ All bots safefall when flipped/lunged.
    ○ Disable safefall mode with "/bot stop sf".

    • /bot recoil [recoiled_chance] (Done)
    ○ Bot has a specified chance to become recoiled when they slash a block. Default: recoiled_chance = 0%
    ○ 0% ≤ recoiled_chance ≤ 100%
    ○ Return to normal recoiling with "/bot stop recoil".

    • /bot trail [duration] (Done)
    ○ Your first bot leaves a trail behind for the specified duration. Default: duration = 2 seconds
    ○ 0 < duration ≤ 60 seconds
    ○ Warning: A longer duration creates more fps lag.
    ○ Stop with "/bot stop trail".



    Experimental

    • /bot teach (Not Started)
    ○ Displays keyboard overlay and shows incoming keystrokes from recording cache and direction bot is facing.

    • /bot midi [filename] (Not Started)
    ○ A single button rhythm mini-game inspired by Rhythm Doctor. The specified MIDI file song is played and the bot attacks following the rhythm. Stand in front of the bot and block or die. Otherwise, hang back and chill to the music. Files can be traded.
    ○ When the bot sees a special silent note (haven't picked one yet) in the MIDI file, it attacks.
    ○ You can quickly edit these special notes into existing MIDI files using an online editor or create your own song from scratch.
    ○ Dev note: Windows has built-in legacy MIDI drivers (mmeapi.h) and since Gunz is Windows based, this implies that musical data may be streamed to other nearby players for them to synthesize. Lag is likely to be a huge issue though.
    ○ Dev note: Even better, Gunz uses DirectX so I can use the DirectMusic API. DirectMusic is depreciated, but Gunz has Fmod already integrated as ZSoundFMod, which can support MIDI. MIDI Tutorial.
    ○ Dev note: Black MIDI exists (a song with like 200 billon notes)... Put a cap on max notes and duration.









    Spoiler!




    Last edited by Frooples; 4 Weeks Ago at 08:55 PM.

  2. The following 13 users say thank you to Frooples for this useful post:

    Aredus (09-13-2020), Bunny (08-19-2020), Daniel (08-19-2020), Hellish (09-15-2020), L A D E R (09-05-2020), Michi (09-15-2020), Minato (08-19-2020), Ommadawn (08-19-2020), RlCK (08-20-2020), StephanM (08-19-2020), TomasEdison (08-19-2020), TonySoprano (09-05-2020), Zabu (08-20-2020)

  3. #2
    Minato's Avatar 四代目火影

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    Good job bro! Can't wait to see this in the future updates..
    Minato YramJoy ZayneXyriel

  4. #3
    Bunny's Avatar woof.

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    Whilst reading I came up with ideas just to realize that you literally wrote them under. Good work. Only thing I would think to be nice is to have multiple presets of "training programs" where instead of queueing commands in !custom there'll be a list of premade actions designed to warm up a player. this would be something like a combination of constantly aiming at the enemy who issued the command, and doing a sequence of events you would usually find in a duel room.

    Also, if it's within your scope of interest, programming the bot with an AI to battle the player instead of just performing a sequence of events. I might be able to help with the AI part. This should be similar to quest mode, but far more intelligent to actually be challenging.
    Last edited by Bunny; 08-19-2020 at 03:49 AM.

  5. The following user said thank you to Bunny for this useful post:

    Frooples (08-19-2020)

  6. #4
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    Originally Posted by Bunny View Post
    Whilst reading I came up with ideas just to realize that you literally wrote them under. Good work. Only thing I would think to be nice is to have multiple presets of "training programs" where instead of queueing commands in !custom there'll be a list of premade actions designed to warm up a player. this would be something like a combination of constantly aiming at the enemy who issued the command, and doing a sequence of events you would usually find in a duel room.

    Also, if it's within your scope of interest, programming the bot with an AI to battle the player instead of just performing a sequence of events. I might be able to help with the AI part. This should be similar to quest mode, but far more intelligent to actually be challenging.
    Oh yes, good ideas. I'm going to take baby steps and keep things simple for now, but I'll see if I can generalize the code so that inputs can come from a player, or is generated from an AI for future "upgradability".

  7. #5
    StephanM's Avatar 🌹

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    I love seeing community work that has actualy potential for our game! Kudos keep it up dude.

  8. #6
    Sonji's Avatar Dapper AF

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    Originally Posted by Froople View Post
    !toxic
    ○ Occasionally BMs players
    !supportive
    ○ Occasionally GMs players





    Love it, if you need lines for the BMs just check the ego section, I can also link a specific youtube channel. The good manners is just unheard of, good on ya.


  9. #7
    New Member

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    Added outline.

    Is there a way to display images on the post? It only displays a link.

  10. #8
    Bunny's Avatar woof.

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    [img]link[/img]

  11. The following user said thank you to Bunny for this useful post:

    Frooples (08-20-2020)

  12. #9
    GeorgeGFX's Avatar secret.club

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    Looking forward for the beta stage, let me know if you need any sort of testing, I can provide assistance.


    >>> Credits to zompu & xGod @ DevaintArt <<<

  13. #10
    McSic's Avatar L e a d e r

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    Reopened (thread got autoclosed after 2 weeks)

  14. The following user said thank you to McSic for this useful post:

    Frooples (09-05-2020)

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