[MERGED] New AI ability: Bot Call! + Bots revamp!
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[MERGED] New AI ability: Bot Call! + Bots revamp!
This is an idea I have had for a while now - giving the AI the ability to control bots!
The biggest flaw of all bots are that they are never where they are needed most! A Roboticist cannot take his floorbot into a bombed out hole!
So, why not give the station's computer the ability to control where the robots go? Using it would be simple! Give the AI a verb to bring up a panel listing the station's bots, and remotely call them to a place the AI designates!
The benefits of such an idea would include:
- Floorbots can reach and repair hull damage with no risk to humans.
- Clean bots can be directed to the messiest areas of the station.
- Medibots can be sent to treat patients.
- ED-209s and Securitrons can be sent to deal with perps!
- MULEs can be sent to...well...run over people.
- It helps to give AIs something to do during boring, low-population Changeling rounds.
UI improvement!
- Bots now use the nicer looking dark UI!
Floorbots improved!
- "Replace Tiles" function now places tiles on floors that are missing them.
- They can now be configured to repair damaged tiles.
- BRIDGE MODE IS BACK, BABY!
Medibot changes
- Medibots now respond to patients in critical with inaprovaline instead of tricord. Intended to help stabilize a patient in critical until someone arrives to help. (Good luck!)
Patrol code has been centralized!
- The Medibot and floorbot are now able to patrol! Enable it through their settings menu, appropriate access required.
PDA summoning for more bots!
- Engineers get floorbots.
- Doctors get Medibots.
- Janitors get cleanbots.
- ED-209s added to security PDAs.
Intended bot behavior
The priority of bot operation is intended to be AI waypoints > Target (Dirt for a cleanbot, criminals for Beepsky) > PDA summons > Patrol route. Each bot is an independent machine that can be directed by the station's main computer (The AI), which is the entity that can best manage them effectively. If the bot is not currently performing a task, it can be summoned by PDA as well, however you must have access to the area you wish the bot to access. When summoned, the bot will attempt to download the user's access data based on the ID stored within the PDA. If the user does not have an ID inside the PDA, the bot will use its own access instead.. If the AI calls it, the bot will always be given all-access.
This is the interface here: MERGED PR here: https://github.com/NTStation/NTstation13/pull/648
On my TODO list so far:
- Have a switch for bots to disable remote interaction with the AI. Done!
*Silicons do not see it, and it will not work if a silicon hacked it or if a human emagged it.
- A refresh button for the interface. Done!
- Allow other bot types to be summoned. Medibots for Doctors, Cleanbots for the janitor, and Floorbots for Engineers. Done!
- Tell the AI player when AStar cannot calculate a path. Done!
- Find a way to deal with obstacles and odd things such as someone turning the bot off, dragging it away, then trying to get it to perform its function again. Done!
The bot will simply give up if it gets moved away, and shutting it down resets the call entirely.
- Give the bot all-access during the time it is responding to the AI's call command. Done!
- Think of a way to report to the AI when the bot has reached its destination. Done!
On my wish list:
- Have a waypoint marker visible only to the AI
The biggest flaw of all bots are that they are never where they are needed most! A Roboticist cannot take his floorbot into a bombed out hole!
So, why not give the station's computer the ability to control where the robots go? Using it would be simple! Give the AI a verb to bring up a panel listing the station's bots, and remotely call them to a place the AI designates!
The benefits of such an idea would include:
- Floorbots can reach and repair hull damage with no risk to humans.
- Clean bots can be directed to the messiest areas of the station.
- Medibots can be sent to treat patients.
- ED-209s and Securitrons can be sent to deal with perps!
- MULEs can be sent to...well...run over people.
- It helps to give AIs something to do during boring, low-population Changeling rounds.
UI improvement!
- Bots now use the nicer looking dark UI!
Floorbots improved!
- "Replace Tiles" function now places tiles on floors that are missing them.
- They can now be configured to repair damaged tiles.
- BRIDGE MODE IS BACK, BABY!
Medibot changes
- Medibots now respond to patients in critical with inaprovaline instead of tricord. Intended to help stabilize a patient in critical until someone arrives to help. (Good luck!)
Patrol code has been centralized!
- The Medibot and floorbot are now able to patrol! Enable it through their settings menu, appropriate access required.
PDA summoning for more bots!
- Engineers get floorbots.
- Doctors get Medibots.
- Janitors get cleanbots.
- ED-209s added to security PDAs.
Intended bot behavior
The priority of bot operation is intended to be AI waypoints > Target (Dirt for a cleanbot, criminals for Beepsky) > PDA summons > Patrol route. Each bot is an independent machine that can be directed by the station's main computer (The AI), which is the entity that can best manage them effectively. If the bot is not currently performing a task, it can be summoned by PDA as well, however you must have access to the area you wish the bot to access. When summoned, the bot will attempt to download the user's access data based on the ID stored within the PDA. If the user does not have an ID inside the PDA, the bot will use its own access instead.. If the AI calls it, the bot will always be given all-access.
This is the interface here: MERGED PR here: https://github.com/NTStation/NTstation13/pull/648
On my TODO list so far:
- Have a switch for bots to disable remote interaction with the AI. Done!
*Silicons do not see it, and it will not work if a silicon hacked it or if a human emagged it.
- A refresh button for the interface. Done!
- Allow other bot types to be summoned. Medibots for Doctors, Cleanbots for the janitor, and Floorbots for Engineers. Done!
- Tell the AI player when AStar cannot calculate a path. Done!
- Find a way to deal with obstacles and odd things such as someone turning the bot off, dragging it away, then trying to get it to perform its function again. Done!
The bot will simply give up if it gets moved away, and shutting it down resets the call entirely.
- Give the bot all-access during the time it is responding to the AI's call command. Done!
- Think of a way to report to the AI when the bot has reached its destination. Done!
On my wish list:
- Have a waypoint marker visible only to the AI
Last edited by Gun Hog on Sun Aug 03, 2014 7:51 pm, edited 16 times in total.
- Stickymayhem
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Re: [POLL] New AI ability: Bot Call!
What a simple, ingenious and elegant idea.
This is beautiful as a way to prevent harm IC, give an AI more harmless but useful things to micromanage, and a reason for robotocists to mass produce the suckers.
Nice one. I look forward to using this.
This is beautiful as a way to prevent harm IC, give an AI more harmless but useful things to micromanage, and a reason for robotocists to mass produce the suckers.
Nice one. I look forward to using this.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
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- Skorvold
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Re: [POLL] New AI ability: Bot Call!
Way too OP.
Edit: Last thing I want to deal with ICly is an AI playing fucking cop, whether it's too prevent harm or not, this on a HoPcurity level of bad from my perspective. Can't wait to spend my tator rounds cutting cameras.
Edit: Last thing I want to deal with ICly is an AI playing fucking cop, whether it's too prevent harm or not, this on a HoPcurity level of bad from my perspective. Can't wait to spend my tator rounds cutting cameras.
Never give up! Trust your instincts!
Spoiler:
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Re: [POLL] New AI ability: Bot Call!
((It could also be used against security. Subvert the AI, have it call all the securibots, emag them and have them let loose...))
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Re: [POLL] New AI ability: Bot Call!
How does it order the Bot's around? I'd like to see the code, considering the current issue with Beepsky and other Bots Path-finding code causing lag, It'd be bad to increase the amount of that type of Path-finding if it does use the same system.
私は完璧
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Re: [POLL] New AI ability: Bot Call!
Probably the same way that sec can call secbots.
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Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
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Re: [POLL] New AI ability: Bot Call!
The code is absolutely horrid, which is why I have not posted it to my github. I will leave it up for you to view if you like. Just have plenty of buckets. It is quite terrible code.
https://github.com/GunHog/-tg-station/c ... Call_Alpha
I did not use the radio code as not all bots supported it, also because I did not understand it well enough to use it. My method is more direct (and "hacky"), calculate the path once, then have the bots step through it.
I do not plan to PR this any time soon, of course.
https://github.com/GunHog/-tg-station/c ... Call_Alpha
I did not use the radio code as not all bots supported it, also because I did not understand it well enough to use it. My method is more direct (and "hacky"), calculate the path once, then have the bots step through it.
I do not plan to PR this any time soon, of course.
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Re: [POLL] New AI ability: Bot Call!
Code: Select all
B.called = AStar(B.loc, end_loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance_cardinal, 0, 255, id=B.botcard)
src << "[B] - CALLED - [src.waypoint.x],[src.waypoint.y]"
私は完璧
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Re: [POLL] New AI ability: Bot Call!
The call is a high priority function for all bots, most of the bots will respond on the next game tick. Until the bot exhausts its number of moves or move attempts, the bot will do nothing else. Once that happens, it resumes its normal behavior. The way the poll is going fills me with the motivation to continue with this until I can get it working well and up to standard!Remie Richards wrote:AStar is the Proc causing all the Bot lag, using it ONCE doesn't seem to bad, but if you have multiple bots all doing it at once, I could see it stacking up.Code: Select all
B.called = AStar(B.loc, end_loc, /turf/proc/CardinalTurfsWithAccess, /turf/proc/Distance_cardinal, 0, 255, id=B.botcard) src << "[B] - CALLED - [src.waypoint.x],[src.waypoint.y]"
The AI player itself could potentially spam calls, but it takes two clicks to do so. (Press the "Call" button, then click a spot).
EDIT: Moving my TODO list to the OP!
Last edited by Gun Hog on Sat May 31, 2014 5:13 am, edited 3 times in total.
- paprika
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Re: [POLL] New AI ability: Bot Call!
>MULEBOTS
Yesssssss finally
Yesssssss finally
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: [POLL] New AI ability: Bot Call!
Given that this poll is quite successful, I will keep working on this, and get help from the other coders in the PR stage (Especially getting MULEs working). Thank you for your support.
EDIT: Got MULEs working!
EDIT: Got MULEs working!
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Re: [POLL] New AI ability: Bot Call!
>subvert AI
>give it 4 hacked, fast and deadly mulebots
>laugh ass off at radios
>give it 4 hacked, fast and deadly mulebots
>laugh ass off at radios
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: [POLL] New AI ability: Bot Call!
So much yes.paprika wrote:>subvert AI
>give it 4 hacked, fast and deadly mulebots
>laugh ass off at radios
Spoiler:
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Re: [POLL] New AI ability: Bot Call!
Laugh even MORE when the AI commands the MULE to PICK UP THE CORE AND DRIVE IT AROUND, CRUSHING EVERYONE IN ITS PATH.paprika wrote:>subvert AI
>give it 4 hacked, fast and deadly mulebots
>laugh ass off at radios
- MrSnapwalk
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Re: [POLL][PR] New AI ability: Bot Call!
By the way, Gun had to refactor large portions of his code in order to allow this to work. APPRECIATE HIS EFFORT, DAMN YOU!Gun Hog wrote:Laugh even MORE when the AI commands the MULE to PICK UP THE CORE AND DRIVE IT AROUND, CRUSHING EVERYONE IN ITS PATH.paprika wrote:>subvert AI
>give it 4 hacked, fast and deadly mulebots
>laugh ass off at radios
(Also, thumbs-up from me. I may actually play AI if this gets in.)
Petethegoat wrote:we need to procedurally generate asses so they can actually be used as evidence
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Re: [POLL][PR] New AI ability: Bot Call!
Special thanks to MrSnapwalk for helping me test! I did not even think AIs could ride MULEbots any more!
- Tokiko2
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Re: [POLL][PR] New AI ability: Bot Call!
Since you are already coding this, how about adding the functionality to call a mulebot to a (traitor)-item too? Fun traitoring potential, it's one of the things I always wanted.
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Re: [POLL][PR] New AI ability: Bot Call!
Job-specific traitor item for a cargo tech to mount something on a MULE? Yes please.
Spoiler:
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Re: [POLL][PR] New AI ability: Bot Call!
MG mount for MULEs
turn MULEs into gun drones
turn MULEs into gun drones
dezzmont wrote:I am one of sawrge's alt accounts
dezzmont wrote:sawrge has it right.
Connor wrote:miggles is correct though
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Re: [POLL][PR] New AI ability: Bot Call!
Just an MG? Not a missile system?
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
- Jeb
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Re: [POLL][PR] New AI ability: Bot Call!
Insert Gygax on MULE.
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Re: [POLL][PR] New AI ability: Bot Call!
You are probably better off coding a new bot entirely rather than shoving things on a MULE. It would probably take a lot of work to make mobile turret bots work!
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Re: [RE-POLL][PR] New AI ability: Bot Call! + Bots revamp!
I updated my OP with the latest work! It has expanded beyond the previous scope of the project, so I need a re-vote! Please review the current project and provide feedback!
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Re: [RE-POLL][PR] New AI ability: Bot Call! + Bots revamp!
Hey you are playing with ED-209 code?
Are you still keeping in the robocop reference that prevents them engaging people with security access?
Are you still keeping in the robocop reference that prevents them engaging people with security access?
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Re: [RE-POLL][PR] New AI ability: Bot Call! + Bots revamp!
Incomptinence wrote:Hey you are playing with ED-209 code?
Are you still keeping in the robocop reference that prevents them engaging people with security access?
Code: Select all
if((idcheck) && (allowed(perp)) && !(lasercolor))
threatcount = 0//Corrupt cops cannot exist beep boop
Re: [RE-POLL][PR] New AI ability: Bot Call! + Bots revamp!
Gun Hog wrote:This is an idea I have had for a while now - giving the AI the ability to control bots!
The biggest flaw of all bots are that they are never where they are needed most! A Roboticist cannot take his floorbot into a bombed out hole!
So, why not give the station's computer the ability to control where the robots go? Using it would be simple! Give the AI a verb to bring up a panel listing the station's bots, and remotely call them to a place the AI designates!
The benefits of such an idea would include:
- Floorbots can reach and repair hull damage with no risk to humans.
- Clean bots can be directed to the messiest areas of the station.
- Medibots can be sent to treat patients.
- ED-209s and Securitrons can be sent to deal with perps!
- MULEs can be sent to...well...run over people.
- It helps to give AIs something to do during boring, low-population Changeling rounds.
Floorbots improved!
- "Improves Floors" function now places tiles on floors that are missing them.
- They can now be configured to repair damaged tiles.
Patrol code has been centralized!
- The Medibot and floorbot are now able to patrol! Enable it through their settings menu, appropriate access required.
PDA summoning for more bots!
- Engineers get floorbots.
- Doctors get Medibots.
- Janitors get cleanbots.
- ED-209s added to security PDAs.
Intended bot behavior
The priority of bot operation is intended to be AI waypoints > Target (Dirt for a cleanbot, criminals for Beepsky) > PDA summons > Patrol route. Each bot is an independent machine that can be directed by the station's main computer (The AI), which is the entity that can best manage them effectively. If the bot is not currently performing a task, it can be summoned by PDA as well, however you must have access to the area you wish the bot to access. When summoned, the bot will attempt to download the user's access data based on the ID stored within the PDA. If the user does not have an ID inside the PDA, the bot will use its own access instead.. If the AI calls it, the bot will always be given all-access.
This is the interface here: WIP PR here: https://github.com/NTStation/NTstation13/pull/648
On my TODO list so far:
- Have a switch for bots to disable remote interaction with the AI. Done!
*Silicons do not see it, and it will not work if a silicon hacked it or if a human emagged it.
- A refresh button for the interface. Done!
- Allow other bot types to be summoned. Medibots for Doctors, Cleanbots for the janitor, and Floorbots for Engineers. Done!
- Tell the AI player when AStar cannot calculate a path. Done!
- Find a way to deal with obstacles and odd things such as someone turning the bot off, dragging it away, then trying to get it to perform its function again. Done!
The bot will simply give up if it gets moved away, and shutting it down resets the call entirely.
- Give the bot all-access during the time it is responding to the AI's call command. Done!
- Think of a way to report to the AI when the bot has reached its destination. Done!
On my wish list:
- Have a waypoint marker visible only to the AI
Added to my current list of reasons why I love GunHog. I hope this means they can also emag them as malf/traitor? Because being able to slip fuckers over and over again is hilarious. Start and epidemic in medbay and everyone panics. Would be good sneaky fun to stir suspicion or full blow silicon attack!
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Re: [RE-POLL][PR] New AI ability: Bot Call! + Bots revamp!
You can already hack (gives emag effects, but can be toggled) bots as a borg or AI, no special antag roles required. The only thing that stops you hacking bots is your lawset! This update allows you to move them to where you want them, then hack them remotely via the "Interface" command!Mandurrrh wrote:
Added to my current list of reasons why I love GunHog. I hope this means they can also emag them as malf/traitor? Because being able to slip fuckers over and over again is hilarious. Start and epidemic in medbay and everyone panics. Would be good sneaky fun to stir suspicion or full blow silicon attack!
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- Phalanx300
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Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
An excellent update, I remember suggesting this ages ago. Also another thing we need regarding bots, is to make those control panels in the hallways accesable by Roboticists. That was Roboticists can alter routes taken by robots, currently they have no acces.
Regarding other stuff the AI should be able to do:
- Control Mules, allowing it to place itself on top of a Mule for some human roadkill.
- AI control being based on the APC rather then the cameras, with the cameras only taking away vision but not that of machines (machines being always visible). However cutting the AI control wire in the APC will remove the AI's ability to interact with machines in the area.
- Malf idea should shunt to a computer, rather then a APC. Hacking now also applies to computers, rather then APCs. Having a big blue face showing up on your console as all air is being sucked away sounds fun.
Latter two being just some realism things which would increase the fun I think.
Regarding other stuff the AI should be able to do:
- Control Mules, allowing it to place itself on top of a Mule for some human roadkill.
- AI control being based on the APC rather then the cameras, with the cameras only taking away vision but not that of machines (machines being always visible). However cutting the AI control wire in the APC will remove the AI's ability to interact with machines in the area.
- Malf idea should shunt to a computer, rather then a APC. Hacking now also applies to computers, rather then APCs. Having a big blue face showing up on your console as all air is being sucked away sounds fun.
Latter two being just some realism things which would increase the fun I think.
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Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
Phalanx300 wrote:An excellent update, I remember suggesting this ages ago. Also another thing we need regarding bots, is to make those control panels in the hallways accesable by Roboticists. That was Roboticists can alter routes taken by robots, currently they have no access. You mean the beacons? I can take a look, at least.
Regarding other stuff the AI should be able to do:
- Control Mules, allowing it to place itself on top of a Mule for some human roadkill.
AIs can do this with the help of a borg or human to hack it beforehand. Unanchor your core and have someone bring you to the station. Once the MULE can reach you, you can have it pick you up and drive you anywhere you wish! (You just have to hit the "stop" button, else it will try to unload you)
- AI control being based on the APC rather then the cameras, with the cameras only taking away vision but not that of machines (machines being always visible). However cutting the AI control wire in the APC will remove the AI's ability to interact with machines in the area.
Could be viable if there were a central panel for it and the CE to control the powernet.
- Malf idea should shunt to a computer, rather then a APC. Hacking now also applies to computers, rather then APCs. Having a big blue face showing up on your console as all air is being sucked away sounds fun.
I would totally do this if I know how; Balancing such a thing would be a nightmare, though.
Latter two being just some realism things which would increase the fun I think.
- Phalanx300
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Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
Thanks for the reply!
And yes I meant those beacons. I played Roboticist once spamming robots and planned to alter their pathways, only to find out I need head level clearance to alter the beacons. Which was quite disappointing as the Roboticist should be doing that.
Regarding the Mule, I envisioned a malf AI using arrow keys to ride the mule around to kill people.
As for another idea, I would love if AI's would be able to hack vending machines so they shoot stuff at people. Kinda trivial but very fitting.
And yes I meant those beacons. I played Roboticist once spamming robots and planned to alter their pathways, only to find out I need head level clearance to alter the beacons. Which was quite disappointing as the Roboticist should be doing that.
Regarding the Mule, I envisioned a malf AI using arrow keys to ride the mule around to kill people.
As for another idea, I would love if AI's would be able to hack vending machines so they shoot stuff at people. Kinda trivial but very fitting.
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Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
I will be giving Roboticists more bot access (medibot, cleanbot, floorbot) as well as access to the beacons. That is something easy and that I can do right now. As for controlling MULES with arrow controls..too much work for something that will probably only ever happen a few items. Bots cannot even reach the satellite without help. As for hacking machines, as a Malf AI, you can make them rise up and attack people! It is hard to justify a non-malf AI doing that though, as vending machines normally do not like to interface with AIs!
https://github.com/NTStation/NTstation13/pull/915 For details!
https://github.com/NTStation/NTstation13/pull/915 For details!
- Phalanx300
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Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
Great, thank you! Though does this mean the Roboticist still can't acces the other bots?
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Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
I am not giving Robos access to Security robots for balance reasons, and Roboticists do not make or use MULEs, so I do not see the point in giving them access.Phalanx300 wrote:Great, thank you! Though does this mean the Roboticist still can't acces the other bots?
- Stickymayhem
- Joined: Mon Apr 28, 2014 6:13 pm
- Byond Username: Stickymayhem
Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
Is a /tg/station merge being planned?
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
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- Joined: Sat Apr 19, 2014 5:19 am
- Byond Username: Gun Hog
Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
Unlikely. Our code differs quite a bit now, so I would have to do a line-by-line edit to ensure everything works as expected. I do not mind doing that, however...I do not believe that I have a very good chance of getting a merge; I was told that I would have to do a complete rework of bots rather than 'moving code around'. Given that, I am not willing to waste a week or more of my time working on something that is ultimately going to get shot down.Stickymayhem wrote:Is a /tg/station merge being planned?
Now, if I had a good chance of getting it in, I would do all the work I needed to do to get it ready and keep it bug-free, and also fix anything that comes up afterward - but I need to know if this is a feature that coderbus wants. I would be much more confident in committing fully to creating a /tg/ version if I had the go-ahead first.
That being said, if anyone wanted to port it themselves, I would be more than happy to help out.
- ShizCalev
- Code Maintainer
- Joined: Wed Apr 23, 2014 3:12 am
- Byond Username: ShizCalev
- Github Username: ShizCalev
Re: [MERGED] New AI ability: Bot Call! + Bots revamp!
Oh fuck, this is NTStation's area.
I'm sad now. This whole separation thing is really silly. Wish TG got this as well. :[
I'm sad now. This whole separation thing is really silly. Wish TG got this as well. :[
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