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  1. #1
    Skaarj
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    Default Giving a bot aimbot capabilities.

    I've searched up and down various forums, but can't find an answer. A couple of people have asked the same question, but people just respond with "Oh, that would be so hard" and "What's the point? You'll just die anyway". Please, none of that.

    I just want to know if it's possible to make a perfect bot, one that will kill you the first frame it can, once you're in view. I want a bot that will completely shame a normal Godlike bot. I've tried bot config (the most basic), I've tried JaFO's Botmanager (it was an improvement, but it wasn't able to shame the Godlike bot), and I've tried directly editing the xplayersL1.cpl file and changing various attributes, but it appears that anything larger than 1.0 for some attributes, and 5.0 for most, just messes the bot up a bit more.

    Basically, what I'm looking for is PERFECT bot alertness, accuracy, and reaction time. Something that could hopefully make a 100-0 DM game vs. a normal Godlike bot.
    Last edited by legacy-MALON; 03-17-2006 at 10:43 PM.

  2. #2
    Veteran

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    In short, no, not unless you mod it. That means you need to know unrealscript.
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  3. #3

    Default

    Short of what you already tried, I dunno
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  4. #4
    MSgt. Shooter Person
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    I'm just curious what you would use it for

  5. #5
    Iron Guard
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    DavenH - possibly to improve your own reaction times?
    If you know you'll be dead from a headshot no less than 1 second after it notices you, then you know you have a very small window of opportunity

  6. #6
    Skaarj
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    I would use it as an opponent, of course. Is there something else I could use it for? It's mostly fun for me and my friends to try and kill. For example, take five human players vs. a maxed out Godlike bot on FaceClassic. It's a very accurate bot, but not accurate enough. It misses semi-consistently, and it won't bother to shoot at us from it's spawning point because it's too far away from us (we're at the top of the pillar) giving us easy repeated kills because we kill it as soon as it respawns. Even just myself can beat a Godlike bot like that (yes, it's lame, but entertaining nontheless when I don't have sufficient internet access to play online)

    I even pitted a non-modified Clanlord bot on Godlike vs. Invincibot (a custom bot I made through JaFO's bot manager that had completely maxed stats. He turned out to be not so invincible) and Clanlord totally demolished Invincibot. More than twice as many kills, in fact. I was surprised and disappointed.

    I was just wondering how to go about building a perfect bot that knows where I am at all times, will shoot me the first frame it can, and will generally be so stupidly hard that the Jesus Himself couldn't beat this bot. Haha, I guess that makes the difficulty of this bot actually God, instead of Godlike.

    And of course, if I have to learn some UnrealScript, I'm all for it. I'm moderately familiar with OOLs, so if someone could point me in the right direction, I'd be very grateful.

  7. #7
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    join a demo server..lots of them there....

  8. #8
    Prisoner 849
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    I'd guess you'd want to mess around with AdjustAimError (etc) in bot.uc - even on Godlike there are still errors introduced. Bang that down to zero and you'll have a frustratingly deadly bot

  9. #9
    Skaarj
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    Wow, AdjustAimError, eh? I will definitely try that RIGHT NOW. That sounds very helpful. I knew someone would know something. If there are even more options that anyone knows of, please speak up. AdjustAimError sounds like it might do the trick. Thanks Koopa! I'll let you know the results.

  10. #10
    Redeemer
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    Looking distance is specified somewhere there too iirc. Might wanna set that to the distance hitscans can travel.

    I've always been wondering why a hitscans have a certain range btw. You'd assume hitscan travels until it hits something. And if it should have a certain range because ie. the bullet can't damage someone that far away, it's only logical to make the bullet hurts less at a longer range. Now a bullet can do 70 damage at x distance and 0 at x+2 distance.
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    Quote Originally Posted by rhiridflaidd View Post
    I remember when I first saw a cicada in-game and had a shock vs cicada duel (I had the shock.)

    The shock did nothing, and the cicada couldn't hit me no matter how he tried. We both walked\flew away bored after a while.

  11. #11
    Boomshot
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    "make a 100-0 DM game vs. a normal Godlike bot"
    that scares me

  12. #12
    MSgt. Shooter Person
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    I don't think 100-0 would be possible (on average) because even if the aim was perfect, a godlike could nail a headshot while it was using a non-hitscan weapon or a shock rifle.

    But maybe godlikes have a certain reaction time that would leave a window for the god bot?


    I'm curious as to whether a bot's aim is affected by your movement, ie if you're dodging your ass off would it hit less frequently?

  13. #13

    Default

    Quote Originally Posted by Nov4
    I've always been wondering why a hitscans have a certain range btw.
    More times than not, you can't see as far as the hitscan's limit anyway(fog and such)
    And I've only seen a handful of custom maps where you could see beyong the hitscan range anyway
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  14. #14
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    Quote Originally Posted by DavenH
    I don't think 100-0 would be possible (on average) because even if the aim was perfect, a godlike could nail a headshot while it was using a non-hitscan weapon or a shock rifle.

    But maybe godlikes have a certain reaction time that would leave a window for the god bot?


    I'm curious as to whether a bot's aim is affected by your movement, ie if you're dodging your ass off would it hit less frequently?

    Well as far as I understand it, the only reason an aimbot hack would ever miss is because of lag. I don't think it would matter how much you move around. Then again maybe there might be slight errors in the game that might produce a miss very rarely.

  15. #15
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    Quote Originally Posted by BTCOMM
    Well as far as I understand it, the only reason an aimbot hack would ever miss is because of lag. I don't think it would matter how much you move around. Then again maybe there might be slight errors in the game that might produce a miss very rarely.
    I meant if you were playing a godlike bot that is programmed to miss occasionally

  16. #16
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    Bots aiming error adjustment is what you need:
    To see what that does ,install my mutator and play with that setting
    and you ll see the effect;

    http://www.xs4all.nl/~toome/MUTS/UT2...zy/menumzy.jpg

    http://www.xs4all.nl/~toome/MUTS/UT2...a2004z_mzy.zip

  17. #17
    MSgt. Shooter Person
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    Quote Originally Posted by Frogger
    join a demo server..lots of them there....
    :haha: and the scary thing is I've seen a screen from x6.TexXzz where he beat a server full of them.

  18. #18
    Redeemer
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    It'd never go anywhere near 100-0 against a player who had the remotest idea how to play bots.

    A reasonable player would use sound to work out where the bot was and just spam them round corners with flak, rox, goop and especially shombos.

    You probably could easily fix the bots aiming ability - but stopping them from following you round the map like a little lamb would be another thing altogether.
    [Epic]Dave: 2 wee....

  19. #19
    Iron Guard
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    To clarify, yes, bots can hit you better if you're standing still, or moving constantly in one direction.

    i.e. dodging your ass off helps.

    regular bots that is, not aimbot hacks. Where did you guys make that connection, anyway?

    @ MALON, BTW made a mut that incorporates this, test it here: http://www.ataricommunity.com/forums...d.php?t=516447

  20. #20
    Skaarj
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    All this is wonderful, lots of help, although, I still haven't accomplished what I want. I am still trying. Ideally, I would like to make a mutator that allows the player to set aiming error and sight distance. I think that's the simplest way to put it. I would love some more ideas on where/how I can do this. Thanks once again.

  21. #21
    Iron Guard
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    update there. Link still in my last post.
    @MALON, feel free to decompile my mutator to see what I did (search for "batchexport commandlet" if you don't know how). Or just play it :up: and have fun!

  22. #22
    Iron Guard
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    Apart from a Godlike bot with maxed out stats (which almost gets the job done), you could just duel Loque from ut99.

    Don't think it's possible in ut2004 ... pity.

  23. #23
    MSgt. Shooter Person
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    Quote Originally Posted by gades
    Apart from a Godlike bot with maxed out stats (which almost gets the job done), you could just duel Loque from ut99.
    Oh dear god, I remember that bot.:noob: So irritating in DM. :downcast:

  24. #24
    Iron Guard
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    Try the damned bot in instagib. He'd go Godlike before you knew what happened...

  25. #25
    Iron Guard
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    You can raise the game speed some. That makes the bots a little harder. At the right game speed even novice bots seem like godbots.

  26. #26
    Skaarj
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    Yes, I could raise game speed to make the bots harder, but that dosen't incorporate the bot being any better or more accurate. I want to be able to play the game at .1 the normal speed and not be able to get a single kill in, especially if using instagib.

  27. #27
    Iron Guard
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    You're always gonna get a kill even on an aimbot, just get him when he's got his back to you, or when he's shooting someone else (but 99% of the time, they're shooting you!).

  28. #28
    Skaarj
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    Ok, technically, you're right. But I guess I was more or less talking a one-on-one match with a God bot on instagib where getting a kill is 99.99 percent not-going-to-happen-in-your-lifetime kind of statistics.

  29. #29
    Iron Guard
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    Are you a glutton for punishment? Lol.

    I actually tried 3 godlikes with maxxed out stats on instagib, they mostly kill you before you fire, otherwise you'll miss 50% of the time and then you'll die anyways. On the other hand, 40% shock accuracy is common.


 

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