VGUI-Menu: friendList, chat backend, textview class proto SurfaceProps: Flesh impacts recognition PropData: BreakModels now use a bodyque to limit possible physics overhead PMove: falldamage, liquids can now be configured via external decl NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl API: Team class management APIS NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added. More polish everywhere else
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Bots
Bots are CPU controlled opponents. They can be useful for development, debugging but can also fun to play with.
They're 'fake' client entities, traversing the level, and acting upon objectives they either figure out themselves, or are told to to act a certain way.
We encourage any multiplayer game to support them, because they often also fill in the function of balancing teams. There's a whole slew of benefits of supporting bots, and players will generally thank you for including them.
Technical Info
Bots are handled by BotLib, located under src/botlib/
in the source tree.
Nuclide's BotLib takes some inspiration from Quake III Arena its bots, but shares no code or specific ideas or implementations. We do not use AAS for navigation, we leverage the route/pathfinding system FTEQW provides. Bots also share some code with regular NPC/Monster type entities through the use of the ncActor class.
@note Games are allowed to handle how they want to integrate bots themselves, but for development purposes there are ways to force bots to spawn also.