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Author Topic: Sidechat check  (Read 1403 times)

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Offline RujiK

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Sidechat check
« on: 13 Jun 2005, 18:25:47 »
This is probobly impossible however is there a way in mulitplayer to check what a player says in sidechat? What I am trying to attemp is make a bot that will respond to a players speach. However if I cannot check sidechat, obviously this will be impossible.

So far I have only been able to have conversations between bots as I can check what they say.

-Thanks!
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UNN

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Re:Sidechat check
« Reply #1 on: 13 Jun 2005, 18:46:15 »
You would have to create your own interface for talking with the AI. Without decent string handling routines in OFP, it will be a tall order.

Is this for MP, dont think you can chat anyway is SP. If it is multiplayer, then your would need to break you strings into individual character arrays. Thats the hard bit, converting a string into an array, when you dont know exactly whats going to be in the string.

Offline RujiK

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Re:Sidechat check
« Reply #2 on: 13 Jun 2005, 20:47:21 »
Interface? You mean a dialog box?
If that is the case then it would really be pointless as I want the bots to pass as humans at first glance.

However if a dialog box is the only method, how would one brake up the message into particular words? Such as "Are you dumb?" Be broken into Are,you,dumb? So then you could somehow do
_i = 0
_max = count _message
#loop
?(_message select _i == "dumb?"):man sidechat "Of course not!"
_i = _i + 1
?(_i > _max):goto"loop"

This obviously would have many bugs but would be very handy if it can be done.
« Last Edit: 13 Jun 2005, 20:49:08 by RujiK »
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UNN

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Re:Sidechat check
« Reply #3 on: 14 Jun 2005, 03:04:29 »
Quote
If that is the case then it would really be pointless as I want the bots to pass as humans at first glance.

You would only use a dialog to compose the message, the results would be displayed via sidechat e.t.c But getting the AI to pass as human might be even tricker.

Edit: Thinking about it, just get the AI so say "Noob" or play an annoying sound, at various intervals. That should be enough to fool most people :)

There is a dll that Keygets wrote, I think it lets you grab key strokes. So in theory, from within a dialog, you could build your array using that, one key at a time.

But can't you come up with an alternative way composing messages? If you want to fool someone into thinking the AI are Human or vice versa. Some sort of predefined messages, or basic message composition, would help hide the fact.

Offline RujiK

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Re:Sidechat check
« Reply #4 on: 14 Jun 2005, 04:29:57 »
I've already gotten that. And given the AI wierd names such as Sgt. Evil Amoeba and such. Also to make it even more convincing several of the bots even interact with each other. Such as I give the AI an event handler so when he dies there is a 1 in 25 that the victom will say "You hack" or "Nice shot" or something simular.

Too which the killer bot will say things such as "Right... I cheat or "thanks" respectily. Also there are about 20 sayings for each word so no bot will ever have the same conversation twice. (well almost never. Like 1 in a million chance.)

However I cannot get the bots to interact with humans, thus the problem.
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