A jack of all tradesPosted: January 31, 2011
Last night I gave the beta testers version 1.0.20. It should drastically increase the abilities of the bot; weapon management is one of the big improvements. I can’t wait to see what people do with this. I should make a video showcasing everything GuiltySpark has to offer. Not only is it a multiplayer bot, but the AI system is configurable enough to do almost anything. GuiltySpark could be very useful in Machinima when background actors are needed, removing the need to use keyboard with your feet (you know who you are). It can help other Halo app developers needing someone to test with and perform simple tasks. Server operators can use it to fill slots in an otherwise empty server without appearing AFK.
Here’s a list of changes in 1.0.20:
- Strafing mode no longer has an effect when following jump or look-ahead links
- Fixed a case where GuiltySpark would encounter an exception if Halo closed first
- FIDs with boolean parameters (such as for enabling/disabling modes) now intererpret 0 as false and anything else as true (as opposed to strictly 1 = true)
- START/PAUSE_AIMBOT were replaced with a single FID TOGGLE_AIMBOT (11) with parameter 0 meaning pause, otherwise start
- Added exchange weapon, action, crouch, jump, switch weapon, switch grenade, melee, reload, backpack reload, zoom, and flashlight FIDs
- MOUSE1 and MOUSE2 FIDs take a different parameter format now; -1 is click down, 0 is click up, and any value >0 performs a full click with that number of milliseconds in between button down and up
- Loading an AI file with a missing included file now results in loading failure
- The AI output text window now automatically scrolls as new lines are added, and the auto-scrolling for the graph output window is smoother
- Added ZOOM_LEVEL ($36) and FLASHLIGHT ($37) data sources
- Added support for new operators in postfix expressions: compare (=, >, <), logic (|, &), and math (^, %, `, ~)
- FID 0 (print) now uses its task name as a label when printing
- Added data sources and FIDs for weapon management
- Fixed how the bot would get temporarily stuck following a path when the AI has found a newer one
- Fixed look-ahead links conflicted with smooth aiming
- Fixed an exception when pathfinding failed and the walking thread continued, resulting in following an empty path
- Added hotkeys to start (F11) and stop (F12) the AI
This might be the last beta version. The list of features to add is getting smaller even though I keep adding to it. As much as I want to keep improving it, I know a lot of people are eagerly waiting. I’ll try not to keep you waiting too long. I’m actually looking forward to all the documentation and tutorials I have to make because it’ll be a nice change.
Research into extracting the BSP has already begun, more on that later.