Resistance is Futile!
Gyrobot 1.06 - A Deathmatch Bot for Quake 1
gyrobot.txt (16k) - Whassup, Doc?
gyrobot.zip (196k) - GyroBot progs.dat
gdm.zip (262k) - Intense 1-on-1 DM map
gbotsrc.zip (194k) - GyroBot source code
Gyrobot Features:
- Teamplay is supported, and bots respawn across level changes
- High performance - you can run lotsa bots with little slowdown
- Uses combination of wall-following and object seeking to explore levels
- Builds "breadcrumb trails" to find his way to stuff (which you can see and edit while playing)
- Can be configured to use axes, weapons, or to switch between them
- Deals with lifts, doors, buttons, shootable triggers, etc.
- Evaluates items - doesn't go for health when uninjured for example
- Fun to play - you'll waste a skill 0 bot, and fear a few skill 3 bots
- Includes fixes for old edict leak and fishcount problems
- Includes code for monster_corporal and mortar_trap entities
- Imbued with an inate sense of carnage, and is not afraid of death
- Moonlights as a professional art critic, and is a sensitive violin virtuoso
Related Blather...
Here's the source code to the very first bot I did,
"Indecisive Bot", which won't be very
interesting to you unless you're interested in learning how to write your own
Quake C bots. Indecisive Bot came to life and became mired in
his own neurosis, unable to move or decide whether to use his axe or shotgun.
He switched back and forth between the two, mumbling to himself, until he
was gibbed into smithereens. A sucker for punishment, he respawned shortly
thereafter. He uses all the player frames except for the attacks, and he
demonstrates use of the body queue.
Indecisive Bot was just a sketchpad that I used to try to figure out some
of the more mundane workings of Quake C. For example, getting all the correct
obituary messages and frag counts was a little trickier than I thought. I
found out the hard way that you can't use a classname of "player" for a bot.
Back to the Quake page.