Title : Gideon Bot Filename : Gideon.zip Version : 0.1b Date : 30/8/97 Author : Matthew Turvey - Green Frog Technologies Type of Mod ----------- Quake C : yes Sound : no MDL : no Format of QuakeC (if a Quake C Mod) ----------------------------------- unified diff : no context diff : no .qc files : no progs.dat : yes Description of the Modification ------------------------------- This QuakeC patch is an AI bot for Quake. Commands include: ----------------- IMPULSE 205 - add a bot (can do it repeatedly) IMPULSE 208 - add four bots IMPULSE 210 - scoring IMPULSE 212 - turn on observer mode IMPULSE 213 - turn off observer mode IMPULSE 214 - update bots. Use when the SV_GRAVITY or SV_MAXSPEED server varibles are changed. IMPULSE 215 - turn on verbose mode IMPULSE 216 - turn off verbose mode IMPULSE 220 - Normal scores (frags) IMPULSE 1XX - Sets the ratio of 1 bot per human player (as players leave so do bots) SKILL N - Change skill level (N = 0 to 3, default is 1) Features Include: * 4 skill levels (0 to 3), which affect - bot accuracy when shooting - speed that it can follow or "track" you - bot reaction time, and time taken to respond to "pain" - which weapons it will use to attack you * Uses all player frames (Checked with Quake ME) * Improved following AI - can now handle following opponents around corners by analysing player actions, as well as using doors and teleporters * Ability to learn levels - Bots use their experience to remember where power ups are and to allow it to roam around, hunt opponents, etc. All knowledge is built upon the bot internal map * Understands jumping - won't jump into lava or slime - will jump up onto ledges if its designated "goal" requires it - may use rocket jump if necessary, although it will not use it if it can reach the area with a normal jump * Combat AI - the bot will attack differently dependig upon the bot's current armoury, its opponent's weapon, the distance between them, and whether enemy is running away. - picks best weapon depending on range - will go after health, ammo, or a weapon in the middle of combat! (should the circumstance require it) - trys to avoid combat if health or ammo low, and it thinks it can escape - avoids combat with players who are invincible - "remembers" players accuracy, tactics and adds it to its AI. This means that this is one of a limited few bots which have a learning curve. "Forgets" tactics after game restarts otherwise bot would become too powerful - will prey upon weaker targets. If it can choose between fragging a player or causing damage to a more powerful target, it will choose the weaker bot in order to score a frag - can learn player "hatred" i.e. it can remember who fragged it and will hunt them if the bot's armoury appears to be larger than its opponent * Improved grenade and rocket aiming * Understands triggers and buttons - Will go for the triggered object when it shoots a trigger or presses a button. (This is how it can find secrets) - Doesn't go after doors, unless it is open or has been triggered by the bot - Doesn't go after triggers or buttons which have already been activated, although it may steal secrets if it can reach them before the player. * Understands doors, teleporters, secret doors - Will fire at secret doors to trigger them * Chooses goals according to priorities depending on its current power - Understands and uses all weapons, ammo, powerups, etc. - Won't keep going after an item if it can't reach it - Will use internal map to go after items it wants but can't see * Up to 16 bots on a level * Multiplayer Server capability - deathmatch bots vs humans! - No other files needed by the clients (they can use their original progs.dat). * Scoring - Impulse 210 gives scores - scoring is 2 * kills - deaths - 2 * suicides * Observer mode. Impulse 212 turns on, Impulse 213 turns off. * Bot swims in water - doesn't usually drown, unless forced and held underwater by player fire - understands whether it can swim to items - can jump out of water - follows enemies into water - won't use lightning gun underwater unless the bot is invincible * Same number of bots generated in new level after players exit via slipgate * Bots die in lava and slime, and drown if under water too long * Bots can telefrag or be telefragged * Known Bugs None (As I'm aware, if you find any please contact me.) How to Install the Modification ------------------------------- Unzip the file to a folder called Gideon in your Quake directory (e.g. C:\Quake\Gideon). The zip file will not create any folders, you need to do it. To play, type QUAKE -GAME GIDEON -LISTEN 16 from the Quake directory. This modification only works with the registered version of Quake. Make sure you run deathmatch when you play with the bots-they don't play coop (either select multi-player,or type DEATHMATCH N at the console, where N = 1 or 2). To change skill levels, type SKILL N at the console, where N is an integer 0 to 3. Author Information ------------------ This is my first quakeC patch, playtested by Hugo Chesshire (known and feared as IronheaD) and his clan, Bohemia. Copyright and Distribution Permissions -------------------------------------- The modifications included in this archive are Copyright 1997, Matthew Turvey. The original QuakeC source code is Copyright 1996, id software, and is available by unpacking pak0.pak and pak1.pak (or id1.pak with the beta tester version of Quake) with Xpak or 6Pak. This is a Beta version. There may well be bugs I don't know about. If so, here's where to send your bug reports: 106317.3301@Compuserve.com (please include the line RE:GIDEONBOT in the title as I get a lot of mail and it helps me sort through it) mail and it helps