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newctf12.txt
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Title : Everything for CTF-bot (Acts like a Client mod)
Filename : newctf12.zip
Line 24: Description
Line 34: How To Install
Line 65: How To Play on normal levels in the game
Line 680: Where to get the custom CTF Server and Client mods
Line 684: Where to get current updates or anything for CTF
Type of Mod
===========
Quake C : yes
MDL : yes (extra skins)
Format of QuakeC
================
unified diff : no
context diff : no
.qc files : yes
pak0.pak file : yes
pak1.pak file : yes
Description
===========
This is CTF Bot (Capture the Flag Bot), a bot that plays ThreeWave
Capture the Flag 3.5 WITHOUT having to download the server or client
mods to play with the (1) ACTUAL BOTS (on normal or custom ctf levels),
(2) RUNES (items you pick up which give you special powers like quad damage
until you die), (3) GRAPPLING HOOK (weapon that you can use to hang up on
ceilings,), etc......
How to Install
===============
This package is all you need to play or join a custom ctf server on the
internet. (but you still would need to download the bsp level: look at #2)
1) Make a new directory under QUAKE called CTFBOT
(/quake/ctfbot) and unzip the file into it.
A couple of sub-directories will pop out also.
ctfbot/src/ [DIR source code ]
ctfbot/ents/ [DIR entities for converting normal levels to CTF ]
2) This is if you want to join a custom CTF server that uses their own
bsp levels.
Create a directory in the ctfbot directory called "maps".
(/quake/ctfbot/maps)
and put the bsp file into it. Thats it.
5) Run Quake (or Q95.BAT if you want to play networked games) with
the following command line parameters:
-game ctfbot ==> to use CTF Bot resources (i.e. pak0.pak, pak1.pak)
-listen ==> start a listen (i.e. deathmatch) server
-winmem 16 ==> give Quake 16 megs of ram -If you only have 16 megs
or ram in the first place you will only be able to
put in a number like -winmem 13
-zone 512 ==> give Quake more ram for config files (optional)
Converting Normal Maps to CTF Maps
==================================
As of right now you can play on normal levels in the game.
You can play with the runes, the bots, grappling hook, etc..
and use a frag count for scoring if you wish BUT if you want to play with
the flag it wont be there. You can solve this by doing the steps
below. (This will also allow the bots to get smarter)
1) Extract the bsp file from either pak0.pak or pak1.pak in the
(quake/id1/.....) directory by using
WINPACK 1.2 (just click and it extracts: no messy crap)
You can get this at:
ftp://ftp.cdrom.com/pub/idgames2/utils/bsp_pak_tools/winpak12.zip
2) Copy the *.bsp file you extracted in step (1) to your /ctfbot/ents/
directory.
3) Get a copy of QBSP. I use the dos version which you can get at:
ftp://ftp.cdrom.com/pub/idgames2/utils/level_edit/bsp_builders/qbspdos.zip
Put everything into the /ctfbot/ents directory and run DOBSP (dobsp.bat)
This will insert the *.ent files into the *.bsp files.
(that is, it will insert the CTF entities into the bsp files so that
the flags appear in the maps). It shouldn't take more than a minute
or two to convert all the bsp's.
4) Move the converted bsp's to your /ctfbot/maps/ directory.
Troubleshooting
===============
If the flags are not visible, one of the following two things has
happened: either (1) you are in single player mode, or (2) the file
server.cfg is not being exec'ed when you start Quake. You can solve (1)
by adding the "-listen" param to the Quake command line. You can solve
(2) by making sure that server.cfg is being exec'ed when you start Quake
(e.g. make sure that autoexec.cfg in the ctfbot directory has the line
"exec server.cfg"). The server.cfg file sets various server variables
that are *REQUIRED* to run CTF correctly. Also make sure that you
didn't exec another file that overrode the settings.
Customizing Controls and Settings
=================================
The file autoexec.cfg execs ctfbot.cfg and server.cfg. If you have a cfg
file containing your Quake key bindings, you may want to exec it from
the autoexec.cfg file in the ctfbot directory. That is, add the line
"exec blah.cfg" as the first line, where blah.cfg is the name of the
config file containing your custom key bindings. Or, if you want to
override the default ctfbot key bindings, exec your config as the
last line. However, be careful if your config file changes various
teamplay options, or CTF may not work correctly.
The file ctfbot.cfg sets up some key bindings for you, so you can spawn
bots quickly (hit F7). Tweak this file to change the settings, or just
use the impules listed below to spawn bots and start killing.
The file server.cfg sets up the various CTF server variables. You can
tweak this to your liking, for example if you want to start in a
different map by default, or if you want to disable observer mode or
change the teamplay options. See the ThreeWave CTF server docs for more
info on what teamplay options are available. Also see "Server
Administration & Settings" below for useful bot-related server settings.
If you set teamplay bit 32768, CTF Bot will attempt to use the color
maps of clients instead of using skins.
Also keep in mind that you need to run Q95.BAT instead of Quake.exe
to do most network stuff. Consult the Quake documentation for more
info on running networked servers.
If you are playing over a network, you may want to check out the
"Server Administration & Settings" section below, because by default
any player can execute any impulse (i.e. anybody can create a bot).
Note that if you want to have your server automatically select only
certain maps (for example only the maps with waypoints) you will need to
edit the source code (the RandomLevel routine) to select only the maps
you want. If you don't do this you will probably select levels
manually with the changelevel command or the admin change-level menu.
Impulse Commands
================
See the file "impulses.txt" for a complete list of impulses
in numerical order.
More default keys set in ctfbot.cfg: F1-F4 sets skill 0-3
Help Impulses
=============
Impulse ## Key Description
----------- --- -----------
impulse 199 = F1 = help
Impulse 199 for help. This lists all impulses & default keys,
including the impulses that are default ThreeWave impulses.
Maps
====
On some maps, bots use a waypoint scheme to navigate. The bots are much
smarter (and thus much more fun) on waypoint maps than others. This
is also where converting normal levels to CTF levels come in.
Playing Notes
=============
Even on waypoint maps, the bots have certain limitations. They don't
know they entire layout of maps. So, the moral is: help your bots. If
you see a bot on your team with just a shotgun, then either lead it to a
good weapon, or toss it your weapon. Otherwise, don't be surprised with
your bot gets slaugtered. Use the "report in" order to find out what
weapon your bots are using, and help them out if they can't seem to find
anything good. Luckily on most of the default ctf good weapons are easily
found. On some of the id levels the good weapons are not on the main
path between bases and so the bots are unlikely to find them.
Note that it is very helpful to have bots with you. If you can't get
past a high-skill enemy bot, bring along some buddies. Let them grab
the good weapons or toss them a rocket launcher and ammo and watch them
kick ass while you get all the glory. :-)
Check the CTF Bot web page for links to more maps, including more maps
with complete waypoint support.
On maps that do not contain waypoints, a lot of the time it is easy to
capture their flag. If you go in their base, kill all the bots, and snag
their flag, it may be easy to grab their flag again after that if they
have all respawned away from their base, because they won't be able to
find their way back. As a result, some non-waypoint maps work better than
others with these bots. It can still be fun to play on non-waypoint maps,
because the bots do use teamplay tactics.
Skill Levels
============
The console variable "skill" is used as the skill of the next bot
created. Type "skill #" in the console to change the skill, where # is a
number from 0 to 3. Skill levels don't have to be an integer (i.e. 1.5
or 2.7 are legal). Skill has various effects on play. Lower skill
levels misjudge target's velocity and position when firing, have smaller
field of view, are less likely to make evasive maneuvers, are less
likely to jump effectively, are less likely to see enemies far away, are
less likely to see enemies with Ring of Shadows, plus tons of other
things.
Bots with a skill of 2 or higher use the "visor dude" CTF skin.
Quick Spawning of Bots
======================
Included is a file that spawns a series of bots to demonstrate how you
can make a config file spawn various differently-skilled bots easily.
By default you can hit F7 to spawn 4 differently-skilled enemy bots and
2 bots on your team. Edit makebots.cfg to suit your skill level and
desired number of bots.
For some reason exec'ing this file from the console does not work. You
have to bind it to a key in the console like this: bind F7 "exec
makebots.cfg" and then hit that key.
If you get telefragged when you spawn the bots in this manner, it
is likely that all the bots did not get created, because as soon
as you get telefragged, you are dead and so impulse commands no
longer work. Start a new map and try again.
Bot Orders [NEW!]
=================
Impulse ## Key Description
----------- --- -----------
impulse 80 = f = report status & weapon
impulse 81 = a = order more bots on your team to attack
impulse 82 = d = order more bots on your team to defend
impulse 83 = e = order closest bot to escort you
impulse 84 = c = order closest bot to camp at your location
impulse 85 = x = order closest bot to drop items for you
impulse 86 = z = team status
impulse 87 = s = order more bots on your team to roam
When you give an order, the status of your team is printed so you
can see how many bots are doing what.
Bots will generally follow your orders, but will sometimes go
AWOL and decide what to do on their own.
When you give an order to attack, defend, or roam, you have no
control over what bot will actually start attacking/defending/roaming.
The bot will be taken out of the appropriate "pool" of other bots,
for example, when you order more bots to attack, first they are taken
out of the roaming pool, then if there are no roamers, they are taken
out of the defender pool, then the camping pool, then the escort pool.
If you keep pressing "more bots attack" eventually they will *all*
attack. However, you will be overriding orders given to bots to
camp and escort (orders which were possibly given to the bots by
other humans on your team). So use teamwork with other humans on
your team when giving bots orders.
"Attack" means go toward the enemy base.
"Defend" means go toward your base.
"Escort" means follow you around. Bots will say things like "let's
attack" while they are following you, so you know that you have their
attention. They will sometimes get distracted by items though.
Sometimes the bot wants something but can't get it, but if you grab it
the bot will of course not want it anymore. If you are far above or
below them, but they are still following you, they will try to jump
down or hook their way up, so you can get them to follow you most
places. Sometimes you have to just be patient while the dumb bot
figures out how to get where you are, and sometimes you are just out of
luck. Sometimes it helps to try to get your buddy to try a different
route; e.g. get it to hook its way up somewhere easier and then lead it
to where you want it to be once it gets up there.
Note that you do *NOT* need to request escort when you have the
enemy flag. When you have the enemy flag, bots will *always* try to
escort you.
"Camp" means stay at the location you specify. Bots will not
just stand still, but will jump and hook around, and still pick up
nearby stuff. Bots may get stuck behind something and not be
able to get back to the camping location you specified. If they
get lost for more than 30 seconds, they stop camping and say so.
Camping and escorting work for 2 minutes and then the bots go
about their normal business.
"Roam" means just wander around and pick up stuff and kill. Bots
currently don't explore as well as they attack and defend. They
don't know where to go exactly and can tend to stay in one area,
but may be drawn out of that area when they try to find good
stuff or see an enemy, so there's no guarantee that bots will
stay still.
Bots with the flag are not affected by orders to attack, defend, or
roam. They will camp and escort however.
The bots are not smart enough to know whether or not the flag is in the
base, and will happily defend (or attack) an empty base if you order
them to. This can be helpful if you've got the enemy flag and the
enemy has your flag... order your bots to attack and hope they can
get your flag back.
The bots have higher priorities than your orders, like fighting with
enemies. You may issue your orders and find that the bots are too
busy trying to kill to follow your orders. However, the bots
remembered that you ordered them and will start attacking or defending
when they have finished killing the enemy, or finished getting
the items they are interested in.
"Attack" and "Defend" work only on maps with waypoints.
The other orders (including "Camp") work on all maps.
When you order a bot to drop stuff, a bot nearby you may drop something
for you. At most one thing will be dropped when you make this request,
regardless of how many bots are nearby and regardless of how much good
stuff they may have. Bots will *NOT* drop anything that you already
have. This means that if you have a rune, bots won't drop a rune for
you. If you have a rocket launcher, they won't drop a rocket launcher.
So if a bot has a rune that you want, you'll have to drop your rune first
before asking the bot for its rune. When you ask bots to drop stuff, they
will try to give you a rune first. Note that when bots drop runes, they
pop out of the bot just like when you kill a someone with a rune. This
means that the rune may fall into lava or you might not be able to find
it. Those are the breaks. If no nearby bot has a rune, they will try to
drop a backpack containing a good weapon and some ammo for that weapon.
Weapon priorities are: lightning gun, then rocket launcher, then grenade
launcher, then super nailgun. When a bot drops a rune or backpack with a
weapon, all bots on your team will ignore the item for 10 seconds, and
then if its not picked up bots will try to get it. However, other bots
may pick up the item accidentally, so this may be tricky in a crowd of
bots.
Currently bots won't drop just ammo, they will only drop runes and
weapon/ammo backpacks. Also, if the teamplay flags are set so that
rune and/or backpack dropping is not allowed, then this of course
will work differently.
Detailed Scores
===============
Impulse ## Key Description
----------- --- -----------
Impulse 120 = i = prints detailed scores for you.
Impulse 121 = u = prints detailed scores for everyone.
Impulse 122 = TAB = print frag list
Detailed scores includes number of frags (i.e. actual score), and
also number of kills, deaths, suicides, captures, pickups, assists,
recoveries, and bonuses. Bonuses are things like fragging the
enemy flag carrier, or fragging the person hurting your flag carrier.
Recoveries are returning your flag to base. Pickups are grabbing
the enemy flag. Assists are things like returning your flag to
base right before your team captures. For more info on CTF
scoring, see the ThreeWave documentation.
Increase/Decrease Bot Awareness/CPU Usage [NEW!]
================================================
impulse 75 = = decrease bot cpu usage/bot awareness
impulse 76 = = increase bot cpu usage/bot awareness
Impulse 75/76 decreases/increases bot cpu usage. On my machine this
doesn't have much noticable effect, but I left it in there in case it may
help someone. Decreasing/increasing CPU usage makes the bot awareness
distances smaller/larger. So when you reduce the CPU usage, you are
making the bots nearsighted. They don't look as far for items and
enemies. Conversely, when you increase CPU usage you are making the bots
see farther. Since the bots have been "tuned" for the default
parameters, reducing or increasing bot awareness may have undesirable
effects, like making the bots no longer use waypoints or the grappling
hook as effectively. If this feature lets you run more bots on your
machine, I'd like to hear about it.
Increase/Decrease Bot Ping [NEW!]
=================================
impulse 77 = < = decrease bot ping
impulse 78 = > = increase bot ping
Impulse 77/78 decreases/increases the crudely simulated bot ping. If you
find that the bots on a network server are slaugtering all of the human
players, you may want to increase the bot ping. Increasing bot ping
increases their reaction time when they see enemies. That is, they will
not start firing at an enemy for at least N/1000 seconds after it sees
the enemy, where N is the bot ping. Bot ping has no other effect than
reaction time. Note that bot skill also affects reaction time, so low
skill bots will be even slower at reacting to enemies.
The default bot ping is 0.
Other Impulses [NEW!]
=====================
Impulse ## Key Description
----------- --- -----------
impulse 40 = p = drop current rune
impulse 41 = = rune status
impulse 70 = = toggle normal/bot names
impulse 71 = = toggle bot use of waypoints [NEW!]
impulse 90 = F11 = toss out your weapon in backpack with ammo [NEW!]
impulse 97 = = toggle no damage mode [NEW!]
impulse 98 = = enter observer mode [NEW!]
impulse 130 = o = toggle no target mode
impulse 131 = = toggle always escort mode
Impulse 40 (default key p) drops the rune you are carrying so you
can pick up another. Note that it pops out of you just like when
you kill a player with a rune, so be careful if you are dropping
it for a teammate -- it may pop out and fall into lava.
Impulse 41 prints what rune you have.
Impulse 70 toggles between "normal" names (e.g. "Outlaw") and bot
names (e.g. "RedBot1"). There are 100 different normal names that
the bots use. Yes, some of the bots are girls. Deal with it. :-)
Impulse 71 toggles bot use of waypoints. If waypoints are disabled,
then bots will be much dumber. This can be useful however if you
want all bots to be "roaming killers" to liven up the mix, instead
of bots trying to capture and defend the flag. Also, if you want
to move the flags on the maps that CTF Bot has waypoints for, you
will need to turn off bot use of waypoints on those maps otherwise
the bots will get very confused (e.g. defending the area where the
flag used to be).
Impulse 90 tosses out a backpack with your weapon with some
ammo for it. This is useful for tossing stuff to bots.
Impulse 130 toggles no target mode. When no target mode is on,
enemy bots won't try to target human players, but otherwise everything is
the same. You can still pick up stuff, and you can still be harmed by
bot crossfire, you can still capture the flag, you can still kill bots,
etc. This is very useful for debugging the bots.
Impulse 131 toggles always escort mode. When always escort is on,
bots will *always* try to escort you. You don't have to explicitly
give them orders to request escort. This is like version 1.1 of CTF
Bot, where bots always follow you around.
Impulse 97 puts you toggles no damage mode. You take no damage. This is
for debugging aspects of the bots where it would be hard to debug if the
bots are killing you.
Impulse 98 puts you in observer mode. Observer mode is like when you
join the server, press 1 or 2 for red/blue team. When observer mode is
on, you can fly and do not interact with the world at all. You can't
execute impulses as an observer... you must press 1 or 2 to join a team
or press jump to join a computer-selected team before you can execute
impulses. In observer mode you can fly, the same as when you use the
fly mode cheat in single player.Impulse 107/108 removes the red/blue bot
with the fewest frags.
Dynamic Map Creation/Modification
=================================
Impulse ## Key Description
----------- --- -----------
impulse 115 = r = move/create red flag
impulse 116 = b = move/create blue flag
impulse 117 = a = create base stockpile
impulse 118 = e = print entity list
NOTE: By default the above keys are commented out in ctfbot.cfg...
uncomment them to use the above key bindings.
Impulse 115/116 creates a red/blue flag where you are standing.
You can only create one red or blue flag. If you create another,
the first one is removed. You can use this to move the maps in the
existing CTF levels (e.g. ctf1-ctf8) if you feel like a change.
(Of course if you are playing the bots then the waypoints will
no longer work on those levels.)
In addition to the flag, 9 team spawn points are created when you
create or move a flag. This is done so that if you want to spawn
some bots, they will appear near their flag. All other team spawn
points in the level for that team are removed. If a spawn point
is created in a wall, it is removed.
Impulse 117 creates a respawning stockpile of 1 yellow armor,
1 super nailgun, 1 double shotgun, 2 large boxes of nails, 2
large boxes of shells, and 2 25-health boxes.
The above items may behave strangely or will fall out of the level if
they are spawned in a wall or on top of an object or player. Please step
out of the way after creating the items. You will be warned and be
given 2 seconds before the items are enabled.
Your changes are *NOT* saved with the map. You have to recreate the
flags and bases every time you quit and restart Quake. So don't
worry about screwing up your maps; you can't permanently change the
map.
*HOWEVER*, if you want to permanently change a map, you can use impulse
118. Impulse 118 prints out all entities that you dynamically created.
It prints them to the console in the format used by QBSP for inserting
entities into a bsp file. If you want to use this feature to
permanently modify a bsp file, start Quake with the -condebug command
line option to save all console text to the file qconsole.log in the
ctfbot directory. Then add flags or items to the map with impulses
115-117. Finally, use impulse 118 to list the entities that you
created. Impulse 118 doesn't print out all the entities in the map,
only entities that you created, so you will have to strip out the
existing entities from the bsp file, paste them together with the
entities printed out in qconsole.log, then use QBSP with the -onlyents
parameter (i.e. as done by the dobsp.bat file in the ThreeWave server
mod) to replace the entities in the bsp file. If you merely moved a
flag instead of creating a new one, the old team spawn points will still
be in the bsp file, so remember to delete them. Also, this will print
out the waypoints in the map, so either delete them or use them
depending on what you want to do.
Obviously, don't try modifying your bsp files like this unless you
know what you are doing!
Server Administration & Settings [NEW!]
=======================================
Total Freedom Mode (teamplay flag 2048)
---------------------------------------
By default, a CTF Bot server is in "total freedom" mode. This means that
anyone can create a bot, remove a bot, move the flag, etc. This is great
if you are playing by yourself, but most of the time over a network you
don't want to have this total freedom for everyone, just the admin.
You can change the teamplay flags so that only a player who enters the
admin password (which is a specific series of impulses) can do things
like create bots, move flags and such.
Toggle teamplay bit 2048 to turn total admin on or off. If the bit is
set, all bot impulses are allowed for all players. If it is not set, all
"naughty" bot impulses are disabled except for the admin, who can do
anything. Some impulses still work for all players, like detailed scores,
bot frags, rune status, rune dropping, etc.
See the admin.qc source file for more information about admin mode,
and how to set an admin password. There is a default password set
in admin.qc, but you should change it because everyone who has
downloaded CTF Bot knows what it is (duh). You will need to recompile
the bot to use your new password.
The default password is in server.cfg. By default you can type
"admin" at the console to enter admin mode.
Total Freedom Mode is on by default (i.e. the bit is set, and any player
can do any impulse).
Auto-Even-Teams (teamplay flag 4096)
------------------------------------
You can change the teamplay flags so that the red and blue teams
are always even. Bots are used to pad out teams that are different
in size.
Toggle teamplay bit 4096 to turn even teams on or off. If the bit is
set, when the teams are uneven bots will be added or removed so that the
teams are even again. Every 2 seconds, the server checks the team sizes
and adds or remove bots. When removing bots, the bot with the fewest
frags is removed.
The team size and default bot skill is determined by the console
variable "sv_aim". When you want even teams, multiply the size of the
team desired (1-8) by 4. Then add the skill of the bots that will
be added in order to keep teams even. Note that skill does not have
to be an integer. Examples:
sv_aim 9 // team size 2, skill 1 = (2*4)+1
sv_aim 18 // team size 4, skill 2 = (4*4)+2
sv_aim 34.5 // team size 8, skill 2.5 = (8*4)+2.5
An additional tweak: if you then add 64 to the total, the bot skill
you set will actually be the average skill, and bot skills will vary
plus or minus 0.5. Thus, a skill of 2.5 will actually add bots that
range (linearly) in skill from 2.0 to 3.0. The maximum skill is 3.0.
sv_aim 98.5 // team size 8, skill 2.5, vary skill = 64+(8*4)+2.5
Note that when sv_aim is greater than or equal to 1 (which of course
it will be if you use it in the above manner), all auto-aiming by
Quake is disabled. If for some insane reason you *want* auto-aiming on
your server (a horrible idea IMO), you'll have to reprogram the bot
to use a different server variable than sv_aim, or not use the
auto-even-teams capability.
When auto-even-teams is on, you can't add or remove bots manually
(i.e. with impulse 100 etc), even if you are the admin.
Auto-Even-Teams is off by default (i.e. the bit is not set, and teams
can be uneven).
No Player Rune Dropping (teamplay flag 8192)
--------------------------------------------
You can change the teamplay flags so that players and bots are not
allowed to drop runes.
Toggle teamplay bit 8192 to turn rune dropping off or on. If the bit is
set, rune dropping is disabled. If the bit is not set, players and
bots can drop runes. Note that bots will drop runes only if a player
asks them to.
Rune dropping is on by default (i.e. the bit is not set, and players
can drop runes).
No Bot Flag Pickups (teamplay flag 16384)
-----------------------------------------
You can change the teamplay flags so that bots are cannot pick up
the enemy flag. They can still return their own flag to base. This
can be useful if humans are letting the bots too much work, or you feel
that the bots are too dumb for the responsibility of carrying the flag.
Toggle teamplay bit 8192 to bot flag pickups off or on. If the bit is
set, bots can't pick up the enemy flag. If the bit is not set, bots
can pick up the enemy flag.
No Bot Flag Pickups is off by default (i.e. the bit is not set, and bots
can pick up the enemy flag).
Waypoints
=========
Bots use waypoints to navigate on certain maps. Waypoints are basically
"threads" that lead the bot into or out of a base. Waypoints are
necessary because otherwise bots would have NO knowledge of a level
when they are spawned. They would wander around randomly and probably
not find their way to the enemy base. Without waypoints, enemy bots
generally take your flag only if they happen to spawn in your base.
With waypoints, however, bots know exactly how to get into your base
and actually try to go there on purpose. This makes CTF much more
interesting and challenging, as bots can actually use some CTF strategy
(if "try to take the other team's flag" can be termed a strategy).
Source Code
===========
All changes related to the bot (should be) marked with "CTFBOT", except
in the new bot files of course. Changes that are not bot related, but
are CTF improvements (like drop rune and CTF bug fixes), are marked with
"CTFBOT EXTRAS". Of course, I may have missed a few, so do a global
diff to see what really has changed.
CTF Bot is very large and you may have trouble compiling the source code
with most QCC compilers. I use ADVQCC which is available at:
http://www.cdrom.com/pub/quake/quakec/utils/ If you are having trouble
compiling the source with other compilers, you may have to remove
sections (e.g. waypoints for maps you are not using). If you know of
a better compiler than ADVQCC, please let me know.
If you are working with recompiling the bot source code, you will almost
definitely want to take the stuff out of your pak0.pak and pak1.pak,
so that the ctfbot directory has no pak files in it. You can do this
by using WINPACK v1.2 (address for it is on line 74). If there are pak
files, Quake may use the progs.dat or player.mdl from the pak files instead
of the ones sitting in the directory. Without pak files you will know for
sure what files Quake will be using. Basically you need the player.mdl from
the pak1.pak (which has extra red/blue skins required to see the bots as
different colors) instead of the one from the pak0.pak.
Future Plans
============
+ support new releases of ThreeWave CTF as they are created
+ waypoint support for more maps, plus improved waypoint schemes
+ more dynamic CTF map creation/modification support
+ make bots seem more human
+ make bots smarter in general
+ make bots know more about ctf strategy (i.e. don't leave the base
undefended to just go exploring)
+ make bots use hook better
+ make bots kill the guy who took their flag with higher priority
+ carry bots over to next level (although this is sort of handled by
the auto-even-teams thing)
+ make bots hook you intentionally
+ make bots communicate with other bots on its team... let them ask
for ammo and/or weapons, tell them about a rune on the ground, tell
them to come back to the base, etc.
+ make it so that if you try to play CTF on a map that has a CTF
version, the flags etc. are automatically spawned, so there is
no need to convert the maps to CTF with QBSP.
Included files, and portions of the included source code created by
Andrew B. Davidson are Copyright (C) 1996-1997 Andrew B. Davidson.
Other portions of the source code are copyright their respective creators.
Availability
============
This modification is available from the following URL:
ftp://ftp.cdrom.com/pub/quake/quakec/bots/
============================================
Custom CTF Mods that include levels, etc...
============================================
server mod: ftp://ftp.cdrom.com/pub/idgames2/quakec/teamplay/ctf/3wave35.zip
client mod: ftp://ftp.cdrom.com/pub/idgames2/quakec/teamplay/ctf/3wctf301.zip
for updates go to http://quake.threewave.com