Releases: SquarerFive/bf3-bots
Wake Islands DF Navmesh
Go into AIHelper\models\Project\BF3 Bots 0.0.4\Level\ and extract this zip file here.
The folder structure should look like this:
- Level
- XP1_004
... other level names ...
- XP1_004
Ensure AIHelper is running, and open localhost:8000/admin/ in your browser. The admin credentials should be:
Username: admin Password: pass
Next, go to levels, find your level by checking that the name is 'XP1_004'. Set the transform field to: {"min_point": [-768.0, -768.0], "max_point": [768.0, 768.0], "width": 3072, "height": 3072}
. Set date created/modified to now and then click save.
[ALPHA] BF3-Bots 0.0.4
Added support for Noshahr Canals TDM using the new navigation system. The bots on Wake Island might be a bit wack as it's currently using the old system (you may regenerate the nav-mesh on Wake Island to use the new distance field pathfinder, by going into your project -> Add Level -> Set your grid bounds to [[-768, 2048, -768], [768, 2048, 768]] -> Tick 'use DF-based scoring', once that's done - open tasks and click 'Start All'). Currently, the update-time for the bots to the AIServer is set to 1 second.
Please read the wiki (which is frequently updated) for more information on setting the mod up.
Installation
Full changelog:
✨ Version 0.0.4 : Changelogs + Features
Layered navmesh seemed to only be valid for layer 0.
Nav-mesh dimensions were inconrrect after adding a new level.
Improved the performance on AIServer by 12000%. Where it should now be in sync with the game.
Improved AI reaction times and moved compute tasks over to the startcomputetask command. Reaction times can be set using the --interval parameter.
Added the ability to set attachments for primary and secondary weapons on the bots.
Improved feedback within many UI elements, to let the user know whether a task is being run.
Bots now trace back if they are stuck on some object.
Exposed nav-mesh calculation parameters in the map editor.
AIServer is now distributable via an executable package.
Re-enabled vegetation.
Added filters to the asset browser.
Added csv tools to import and export dumped VEXT assets.
Database is now vacuumed after all tasks are deleted.
Create new arrays during the import if the nav-mesh on disk is corrupt.
Added bot driving interpolation, and vehicleController.
Added a level distance field mesh generator.
Added hybrid pathfinding (DFAstar++ for indoor maps).
Fixed invalid access to friendly/enemy kit collection on a new level.
Fixed custom spawner from attempting to generate an index with a range of 0.
Added elevation-based and DF-based generation options.
Added project JSON export.
Voxel-size now takes effect on the nav-mesh generation.
Level add-block now caches into memory rather than writing onto disk (causing the database to lock).
Added path-recorder.
Added custom spawner (for TDM).
Added EmitActionAsync.
Bots now supply each-other ammo or health if ammo/health is below a certain threshold.
Stop bots from attacking if the direct path (forward from the bot) is colliding with the distance field mesh. They will instead navigate around the obstructing object.
Built navmesh for Noshahr Canals TDM.
Flipped elevation coordinates. This fixes the bots from getting stuck in open spots.
- Loadout manager, each slot contains all possible weapons - where one is randomly selected when the AI is spawned. Loadouts are set individually for each map and faction, for new maps a loadout can easily be cloned from an existing map or faction. Customize the attachments for each of the weapons.
Asset manager, where you may add a weapon from the left into the selected list, this being all possible weapons the bot could spawn with.
- AI Infantry Combat and Vehicle Driving
- Automated nav-mesh generation
- WIP Interior/Subsurface Navigation
- Working server bullet damage
BF3-Bots alpha 0.0.351
Removed unused dependencies.
Early Test 0.035
0.0.35 possible #1