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#21475 "Scripting" 2.0

Posted by DrEvil on 21 March 2015 - 02:50 PM

Can you believe this bot has been around about 10 years now? I started this bot just before I left my game dev school in Florida in 2004 to exercise my passion and to build up experience that would help me get into the game industry. Not only was did this bot account for the primary demonstration that got me both of my industry jobs, it was fun as hell to work on(and still is really).


I know the community may by dwindled down to almost nothing these days given the age of these games and such, but as a developer who still has that passion, I am still working feverishly behind the scenes on the bot. Primarily this work has been in integrating the fantasic recast navigation system that is available on github, and pulling together and writing code that extracts map geometry from the bsp files and props of the map so that the raw collision geometry may be used automatically to build a properly automatic navigation mesh for the bot in real time. This includes rebuilding tiles of it when the location of things change and such. For some examples of this, see



This work has not been without major refactoring of many areas of the bot. After all, I'm 7-10 years more experienced(depending on which code) than I was when i wrote most of this code initially, so as I go I'm trying to simplify many areas of it as well.


Other than getting a nice automatically built navigation mesh(outside of possibly needing to set up tricky custom traversal links manually), my eye would then turn to the scripting system. In the domain of scripting I have an itch to take a radically different approach than what we've seen on the bot thus far. I wanted to air these ideas to get a feel about how the community(if there's anyone left), feels about this possibility.



Game Monkey script is still probably my favorite scripting language, syntactically and feature wise. The issue for me is that I suppose I've 'out grown' the appeal of interpreted scripting languages. The binding is often at least a bit annoying to maintain and interpreted languages in general are frankly very slow. In the history of Omni-bot itself, nearly all of the persistent crash bugs we've had over the years have been attributed to the garbage collection of the scripting language. Those types of bugs are hard to debug.


Option 1

One obvious option to at least address the performance aspect might be to switch to Lua JIT(just in time). This version of lua is actually JIT compiled, rather than interpreted, so that its performance is generally much better. My issue with this option is that frankly I'm not a big fan of lua, and performance isn't really my primary motivation anyhow.


Option 2

The preferred options in my mind are to stick with C++ code and use it for 'scripting'. MSVC 2013 community edition is free these days, and although it's not a small tool compared to like notepad++ or whatever you use to script with now, using 'native' code solves the performance issue, the binding complexity issue, and greatly simplifies the debugging by taking advantage of the high quality debugger that the tool already has. If I went this direction, I would do so still with coroutines/fibers(what GM calls threads) that still provide the great benefits of being able to write top down serial code, yield, wait, sleep, block for events, etc.



The biggest hurdle to work out with going to native c++ 'scripting' would be whether or not I can sandbox it enough where people cant code malicious stuff. That's one benefit of a scripting system that isn't so easily solvable in native scripting. If I can make the bot responsible for compiling the code(such as with http://runtimecompil...s.blogspot.com/), I could perhaps secure the code by disallowing linking with anything not provided with the bot(not even the c standard library)


Anyways I wanted to see if there was any feedback on the topic, especially from scripters themselves. To users the changes would basically invisible. The bot would load dlls or obj files rather than .gm scripts, to users any noticeable benefit would likely be in a significant cpu reduction.


Scripters would feel the brunt of this change. They would be writing and debugging their scripts in C++ using interfaces provided by the bot. 


This change is pretty far out, but I want to spark a discussion in the mean time. I plan to get the navigation improvements to a stable state first.




  • Niek, Mateos, Gramp and 2 others like this

#21599 8.4 omni-bot help on heavy weapons

Posted by palota on 17 July 2015 - 11:52 AM

It's not recommended to modify et_autoexec.gm.  It's better to create a new file et_autoexec_user.gm  for all your settings. The file should be in folder omni-bot/et/scripts.


If you want to disable panzer and flamethrower, add these commands to et_autoexec_user.gm:

WeaponTable.SetWeaponAvailability(CLASS.SOLDIER, WEAPON.PANZERFAUST, false);
WeaponTable.SetWeaponAvailability(CLASS.SOLDIER, WEAPON.FLAMETHROWER, false);
WeaponTable.SetWeaponTeamAvailability(TEAM.AXIS, CLASS.SOLDIER, WEAPON.MP40, true);
WeaponTable.SetWeaponTeamAvailability(TEAM.ALLIES, CLASS.SOLDIER, WEAPON.THOMPSON, true);

If you want to disable soldiers and you have the latest Omni-bot version from Assembla, add these commands to et_autoexec_user.gm:

Server.MinClassCount[TEAM.AXIS][CLASS.SOLDIER] = 0;
Server.MinClassCount[TEAM.ALLIES][CLASS.SOLDIER] = 0;

If you want to disable soldiers and you have Omni-bot version 0.84, you must modify MinClassCount values in et_autoexec.gm.

  • JohnDory, d00d, hellreturn and 1 other like this

#21267 Teuthonia_final

Posted by Micha! on 06 September 2014 - 09:05 AM

Hey, here the waypoints for the map teuthonia_final.

Attached Files

  • d00d, papa le barbare, Mateos and 1 other like this

#22286 bot.TargetBreakableDist

Posted by palota on 07 August 2017 - 08:48 AM

If you set bot.TargetBreakableDist inside OnBotJoin function, then bots will destroy all breakable objects which are closer than the distance.


Trigger regions are useful if you want to destroy only a few obstacles and don't want bots to shoot everything. For example, see fueldump.gm.

When a bot enters the region, bot.TargetBreakableDist is set to RegionTrigger.BreakableDistance.MaxBreakableDist.

When a bot exits the region, bot.TargetBreakableDist is set to RegionTrigger.BreakableDistance.MinBreakableDist.


Paththrough navigation is necessary for ladders or difficult obstacles. For example, see et_poker_b2.gm.


  • d00d, VargaTom and Mateos like this

#22282 Plant Goal with 2 use points

Posted by palota on 23 July 2017 - 07:28 PM

Edit the goal, then look towards the door and type command goal_setproperty coversplit. It will save your current rotation vector. Your position is not important.

  • d00d, VargaTom and Mateos like this

#22274 Turning off coverspot

Posted by palota on 10 July 2017 - 08:20 AM

I fixed the bug. You can get new version from Assembla SVN.

  • d00d, VargaTom and Mateos like this

#22065 Waypoints request for Canyon Depths Final

Posted by Tardis on 01 August 2016 - 05:13 PM

I am working on them slowly so as soon as i get the bots to finish the map I will send some updates via svn

  • JohnDory, d00d and Mateos like this

#21941 Requesting Waypoints for twc paintball

Posted by palota on 02 February 2016 - 11:24 PM

I modified twc_paintball.gm so that bots spawn randomly.

  • d00d, Mateos and MickyP[MW] like this

#21835 Alps_trail waypoints

Posted by palota on 22 December 2015 - 09:56 AM

I've fixed some invalid MOVER goals in file alps_trail_goals.gm and then uploaded waypoints to Assembla into folder et/incomplete_navs/no_script.

I think it would be better to remove waypoints from Alps-trail.rar, because it's impossible for us to update them. You can add Assembla URL into the file alps_readme.txt.

  • d00d, Mateos and twt_thunder like this

#21828 Where to put Waypoints? o0

Posted by d00d on 18 December 2015 - 05:58 PM

You need three files for each map if you want decent bot behavior, all of which should be put into the nav folder:

  • mapname.gm
  • mapname_goals.gm
  • mapname.way

mapname.script files have nothing to do with Omni-bot. They are part of the map itself, but they are already inside the map's .pk3 file. You can delete them unless you are interested in making maps.


But be warned that the UJE guys usually do a lousy job on bot scripts. Most of the bot scripts they provide with their maps are pretty much useless and do not enable the bots to play properly. At least this was true for 95 % of the UJE scripts I looked at some time ago. Maybe they have a better scripter now.

  • Mateos, palota and kino like this

#21662 New version of Omni-bot for RTCW

Posted by palota on 01 September 2015 - 12:20 PM

The latest version of Omni-bot for RTCW and current waypoints are on GitHub.

Clone URL: https://github.com/j...rt/omni-bot.git

Branch: stable


Git repository is very big because it contains full C++ source code. Compiled binaries are located in folder 0.83/Installer/Files. File omnibot_rtcw.dll is for Windows. File omnibot_rtcw.so is for Linux. Folder rtcw contains scripts and waypoints.


You must also copy global_scripts folder from Enemy Territory or use SVN client to checkout url http://svn.assembla..../global_scripts


The mod is in the folder rtcw/game. You must copy it into "Return to Castle Wolfenstein" installation folder and then set fs_game parameter when launching the game.


  • d00d, Mateos and kino like this

#21509 Lifts

Posted by palota on 22 April 2015 - 08:42 AM

Sphere region triggers are activated when center point is inside the sphere. The center point is usually not same as origin !

AABB region triggers are activated when bounding box intersects the region. The bounding box can be much bigger than entity and then the trigger is activated too soon.

All region triggers (OnTriggerRegion) must compare coordinates every frame. That's why it's better to use goto triggers (OnTrigger) which don't need any CPU usage.

  • d00d, VargaTom and Mateos like this

#21355 How to keep Omni Bot files updated?

Posted by d00d on 06 December 2014 - 11:30 PM

Am I making any sense?.   :confused:


Yes, absolutely.


What you need is an SVN (Subversion) client, a dedicated program that synchronizes your local files with the ones on the Assembla server (called an SVN repository). If you are on Windows, you'll probably want to use the free TortoiseSVN as your SVN client. It is a shell extension that integrates with Windows Explorer and is very intuitive to use via the right-click context menu.


Once you have your SVN client set up, you have to choose a local target folder. You can either create a new empty folder or (more conveniently) use your existing Omni-bot install folder. Assuming you are using TortoiseSVN, right-click the folder icon in Win Explorer and choose "SVN checkout" from the menu. This will open a dialog window that asks for the checkout URL, which is https://subversion.a...om/svn/omnibot/


This process will create a subfolder structure in your destination folder if all goes well.


Once you're done downloading, you can right-click your destination folder's icon anytime in Windows Explorer and choose "Update SVN".

  • Mateos, Tardis and Gramp like this

#22139 Hilfe für Bot Einstellungen

Posted by MGS_Classic on 27 November 2016 - 03:18 PM


geh mal auf dem server in deine omnibot.cfg, /omnibot/et/user


Current difficulty 3

AdjustAim 2


Moveskill 3


diese Werte kannst du  von 0 ( hyper leicht bis 4 oder 6 tierisch schwer ) einstellen.


3,   2,   3 sind spielbare Werte.

 Danach den Server neustarten. Viel Erfolg


Jenachdem welche Map, und sau gute waypoints kann es sein, dass die besser treffen.


Man merkt es, in dem man mal einfach an einem BOt vorbeiläuft, OHNE ihn zu beschiessen, was er macht. Ignoriert er dich, sind die Einstellung schwächer.  Steckst du jedoch aus dem Spawn deinen Kopf raus und liegst schon flach, stehen die Einstellungen auf Max.

  • d00d and fredo1 like this

#21811 MOUNT_Tank goal

Posted by palota on 12 December 2015 - 11:01 PM

if (GetEntFlags(GetGoal("MOVER_tank").GetEntity(), ENTFLAG.MOUNTED)) {

  • VargaTom and Mateos like this

#21578 Lifts

Posted by d00d on 10 June 2015 - 07:08 PM

When you press the button in game while debugtriggers is on, you'll (usually) see something like this:

<---> Trigger: TagName: ele1_button_press Action: pushed Entity: (698:1) Activator: (-1:0)

Copy the 'ele1_button_press' part and register a callback function for the button in OnMapLoad:

OnTrigger( "ele1_button_press", Map.ElevatorButtonPressed );

Then add the necessary code to the ElevatorButtonPressed function in the Map table.


Here is a simplified example script:

global Map =
	Debug = 1, // set to 1 so printing debug messages to the screen is enabled

	ElevatorButtonPressed = function( trigger )
		// add some useful code here

		Util.MapDebugPrint( "Debug info: The elevator button was pressed." );

global OnMapLoad = function()
	// The text inside the quotes should be what you see
	// when you press the button while debugtriggers is on.
	OnTrigger( "ele1_button_press", Map.ElevatorButtonPressed );

global OnBotJoin = function( bot )

  • VargaTom and MickyP[MW] like this

#21320 Move repository to git

Posted by Radegast on 05 November 2014 - 12:46 AM

Looks like the OB team is content with Subversion, so I'll post here how I merge the changes from upstream to my git repo. I hope someone will find it useful.


  1. Convert their repo to git: 
    git svn clone http://omni-bot.googlecode.com/svn/trunk/ omni-bot-git
  2. It will take some time as it converts the complete repo history including commit metadata.
  3. Add the most up to date branch as remote: 
    git config --add svn-remote.svn.url http://omni-bot.googlecode.com/svn/branches/stable/0.83
    git config --add svn-remote.svn.fetch :refs/remotes/stable/0.83
  4. Now you can use this repo like you normally would with Git.
  5. When you want to sync the repos do this:
    git svn fetch
    git merge stable/0.83

  • Mateos and Dragon! like this

#21196 TortoiseSVN v1.89

Posted by Tardis on 25 June 2014 - 05:44 PM

Never Mind I have fixed the problem I just backed up the waypoints I am working on and deleted all the files and re-downloaded the revision ;)

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#21975 Raid final

Posted by Magic on 17 April 2016 - 02:32 PM

A final version of Raid is done...a big thanks to d00d for all the help with the final version.

Have also made a movie from the map...a thank you to all that helped me with it :)


Download link for the map and to see the movie - visit my site :




thanks again for all the help.



  • d00d, Niek, Mateos and 1 other like this