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一拳超人杰諾斯改造者庫賽諾博士,他超過金屬騎士了嗎?
《一拳超人》當(dāng)中杰諾斯是妥妥的男二號(hào),他除了號(hào)稱“經(jīng)費(fèi)戰(zhàn)士”和“傳說”兩個(gè)相當(dāng)有沖擊力的外號(hào)之外,身后還站了兩個(gè)人物,確保了杰諾斯不斷作,不斷進(jìn)步!第一個(gè)就是琦玉老師,有他在,杰諾斯想死都難。另外一個(gè)就是神秘的庫賽諾博士了!杰諾斯能夠不斷地得到修復(fù),甚至不斷地提升裝備,都是庫賽諾博士的幫助。而且兩個(gè)人并沒有血緣關(guān)系,杰諾斯也是孤身一人,為何庫賽諾博士要如此不遺余力地幫助他?是不是有什么其他的緣由?
最為神秘的改造者,庫賽諾博士!
老夫是庫賽諾,原本是個(gè)微不足道的機(jī)械工程師,因?yàn)楦鞣N緣由現(xiàn)在是杰諾斯的正義活動(dòng),提供支持的人!
①為什么說庫賽諾博士對(duì)于杰諾斯的幫助是無比巨大的?
杰諾斯的人品那是相當(dāng)?shù)暮?,至少目前是這樣。琦玉老師這樣強(qiáng)大的靠山都獲得了,不過嚴(yán)格說起來,庫賽諾博士對(duì)他的幫助才是巨大的,可謂如同再造!
救其性命:杰諾斯15歲之前也不過是一個(gè)普通的少年,他在的城鎮(zhèn)受到了“瘋狂機(jī)器人”的襲擊,整個(gè)城市都?xì)в谝坏?。只有杰諾斯命大沒有當(dāng)場(chǎng)死亡,然后他就被庫賽諾博士所救。并鼓勵(lì)他活下去,給予了他繼續(xù)生存的動(dòng)力和機(jī)會(huì)!幫助成長:杰諾斯在博士的幫助下成為了改造人,開始了他的正義活動(dòng)。而后,在一次次的對(duì)戰(zhàn)當(dāng)中,他都受到了很多傷害。博士都給予了他一次次的改進(jìn)和成長,如果說琦玉老師給予了杰諾斯心理的成長,那么庫賽諾博士就是給予了杰諾斯機(jī)能的成長!經(jīng)費(fèi)隨便燃燒:我們都知道杰諾斯是“經(jīng)費(fèi)戰(zhàn)士”,但是他一個(gè)家人全死亡,甚至所在城市都給毀滅的人,哪兒來的那么多錢?而且杰諾斯的裝備每一次戰(zhàn)斗都是大毀滅,然后就是全新的改造。這些都是需要天文數(shù)字的經(jīng)費(fèi)的。這一切都只能是庫賽諾博士對(duì)其的支持!可見庫賽諾博士的資金雄厚,也能感受到其對(duì)于杰諾斯的關(guān)照!
②庫賽諾博士的實(shí)力到底有多強(qiáng)?
庫賽諾博士可以說是整個(gè)科學(xué)系當(dāng)中最為神秘,甚至隱藏得最深的人物了,他絕不是表面上看上去那么人畜無害!
個(gè)人實(shí)力:庫賽諾博士的自身的實(shí)力也非常強(qiáng)大,在琦玉家吃火鍋的時(shí)候,他就有了一定的展露。當(dāng)時(shí)琦玉、杰諾斯、邦古兄弟、吹雪、庫賽諾和KING,他們?yōu)榱嘶疱侀_展了恐怖的搶肉大戰(zhàn)。KING是一瞬間就被秒出局了,而庫賽諾一路風(fēng)輕云淡,可見強(qiáng)大,畢竟他的對(duì)手最弱的也是吹雪!那么他的自身實(shí)力絕對(duì)有了A級(jí)水準(zhǔn)!科技改造能力:這方面的能力也是無比強(qiáng)大的,杰諾斯就是其代表。而且最后杰諾斯的實(shí)力也到達(dá)了“龍級(jí)”!而且這還不是庫賽諾博士的改造極限,他到底能讓杰諾斯達(dá)到什么水準(zhǔn),真的很讓人期待,也很讓人感到恐怖!
為何庫賽諾博士要如此幫助杰諾斯?
老夫與杰諾斯相遇的那會(huì),完全沒有伙伴,僅僅兩個(gè)人在黑暗之中徘徊一般……為了獲得對(duì)抗巨大邪惡的戰(zhàn)力,不斷地進(jìn)行研究,越過無數(shù)的苦難。
第一,摧毀杰諾斯一切的“瘋狂機(jī)器人”,極大可能就是庫賽諾制造!
雖然庫賽諾博士看上去是個(gè)好人,當(dāng)然我也認(rèn)為他是一個(gè)好人。但是,不代表他沒有做過錯(cuò)的事情,很大幾率襲擊杰諾斯的“瘋狂機(jī)器人”,就是他創(chuàng)造的,不然他也不會(huì)如此拼盡一切的幫助他了。很可能當(dāng)年,他制造的機(jī)器人出了問題,然后這才開始了他一路的補(bǔ)救和一路的追尋了。我還是相信他內(nèi)心是痛苦的,所以他才如此渴望解決這個(gè)過去的問題。
原因一:拯救杰諾斯太過巧合?!捌孥E般生還的弱小的我當(dāng)時(shí)只有15歲,在廢墟上形單影只、奄奄一息。此時(shí)偶然從我身旁路過的是庫賽諾博士?!睆慕苤Z斯口中,我們可以發(fā)現(xiàn),幾乎是機(jī)器人前腳走,庫賽諾后腳就來了。他應(yīng)該是一路追尋過來的,不然不會(huì)如此巧合。
原因二:對(duì)于“發(fā)狂機(jī)器人”太過了解和執(zhí)著?!敖苤Z斯,我很擔(dān)心你。我比你還早就開始在追尋那個(gè)機(jī)器人了……它的危險(xiǎn)性,我可是知道得一清二楚。如果你遇上它,也別倉促行動(dòng),一定要先通知我!”從庫賽諾口中,可以明白。首先,這個(gè)機(jī)器人能力非常強(qiáng)大,杰諾斯還不是對(duì)手,但是庫賽諾有辦法對(duì)付。其次,他對(duì)這個(gè)機(jī)器人太過執(zhí)著了,這么多年都不放棄,為什么?他并沒有說因?yàn)檫@個(gè)機(jī)器人失去了什么!這些都很有疑點(diǎn),都推向了庫賽諾才是這個(gè)瘋狂機(jī)器人的制造者的可能!
原因三:庫賽諾和“機(jī)神組織”關(guān)系不淺。“這個(gè)零件是……杰諾斯,你是從哪里弄來的……”當(dāng)初杰諾斯帶著G4的零件來找博士的時(shí)候,很明顯博士是認(rèn)識(shí)這個(gè)零件的??梢酝普?,第一,他和機(jī)神組織相識(shí),很可能合作過。第二,他很可能過去就是組織里面的人,甚至現(xiàn)在還有可能是!而機(jī)神“組織”主要的就是智能機(jī)器人的制造,而瘋狂機(jī)器人就是出了問題的智能機(jī)器人!也許,正是因?yàn)檫@個(gè)機(jī)器人,才讓庫賽諾和機(jī)神“組織”慢慢疏遠(yuǎn)!
第二,庫賽諾博士形單影只,杰諾斯就相當(dāng)于他的兒子!
庫賽諾博士的年紀(jì)已經(jīng)不小了,而且除了和杰諾斯在一起,他基本上就是在研究科學(xué),可以看得出他確實(shí)是一個(gè)心中只有科學(xué)的人。很可能,到這么大了,也還是孑然一身。所以,這個(gè)時(shí)候杰諾斯的出現(xiàn),對(duì)于他其實(shí)還是有很大的影響的。杰諾斯聰明而且相當(dāng)?shù)墓Ь?,可以說是赤子之心,這樣的人很容易對(duì)于自己相信的人全拋一片心。而庫賽諾在他的影響之下,也漸漸的把他當(dāng)成了自己的兒子。“你沒必要那么逞強(qiáng),留得青山在,不怕沒柴燒!杰諾斯,看到昨天的你,我就回想起了,年輕時(shí)候的自己?!笨梢妿熨愔Z對(duì)于杰諾斯還是相當(dāng)有感情的。
第三,不過也是為了科學(xué)的實(shí)驗(yàn)而已!
庫賽諾博士對(duì)于杰諾斯的很多幫助,最開始有很多原因,但是對(duì)杰諾斯慢慢開始改造之后,他還是把科學(xué)放在了很高的位置上的,畢竟他是一名科學(xué)家,改造起來也是很瘋狂的,不然也不可能達(dá)到這樣的水平。
占據(jù)機(jī)械領(lǐng)域的制高點(diǎn):在一拳的世界當(dāng)中,科學(xué)系的高手很多,他們都有著自己獨(dú)特的領(lǐng)域,每一個(gè)不同領(lǐng)域的科學(xué)家都是極致的。純遙控的金屬博士、智能機(jī)甲“機(jī)神組織”這兩個(gè)方向已經(jīng)有了頂尖的了。對(duì)于改造人這一塊,也許就是新的科學(xué)方向,很可能還沒有真正的頂尖大師。而庫賽諾有了杰諾斯這樣好的樣板,可能也希望沖擊一下頂尖!杰諾斯的提升是一步步來的:其實(shí)認(rèn)真看過的讀者,應(yīng)該發(fā)現(xiàn)了杰諾斯的升級(jí)是一步步來的。按照庫賽諾的實(shí)力,他是有很大的能力直接把杰諾斯提升到“龍級(jí)”的,但是他并沒有。很有可能,他只是在實(shí)驗(yàn),不斷地讓杰諾斯適應(yīng)新的能力和高度,然后再慢慢提升,這樣才有可能達(dá)到他過去都沒有達(dá)到的頂尖!
第四,單純的工具人,杰諾斯的“升級(jí)掛”!
當(dāng)然上面說了這么多,很大一部分都不過是推斷罷了,也許根本沒有我們想象的那么復(fù)雜。也許不過就是一個(gè)工具人而已,純粹就是給杰諾斯帶來提升的“升級(jí)掛”!畢竟,跟隨琦玉這樣的超級(jí)強(qiáng)者,如果身為他的徒弟,實(shí)力提升太過緩慢,整個(gè)故事也沒有了效果,也沒有了對(duì)比了。從“G4杰”一直到“雷光杰”杰諾斯每一次的提升都是肉眼可見的變強(qiáng),也許后面還能夠到達(dá)更高的程度,畢竟身為男二號(hào),實(shí)力和顏值一樣的重要!
寫在最后
庫賽諾……嗯哼,不!庫賽諾博士,看樣子作為杰諾斯監(jiān)護(hù)人同伴的我們,會(huì)有很多共同語言,還有請(qǐng)務(wù)必常來我家玩!
無論庫賽諾博士到底是懷著怎么樣的心理來拯救和改造杰諾斯的,但是我都還是相信,他都是帶著好的出發(fā)點(diǎn)的。也許哪一天博士的真實(shí)用意和目的得到了出現(xiàn),那么我也還是相信杰諾斯和庫賽諾博士依然可以相互釋懷,走在一起。畢竟庫賽諾博士是唯一一個(gè)輕松就拿下了琦玉老師的人物,而且琦玉老師可是收下了他“究極品質(zhì)牛肉”的,怎么說也得好好照顧對(duì)吧!
紅警2瘋狂機(jī)器人進(jìn)到坦克怎么辦。。。
一,開去維修廠
二,用工程師+IFB(步兵戰(zhàn)車)組成的維修車修理
三,超時(shí)空礦車的話直接一個(gè)超時(shí)空回礦廠,那個(gè)恐怖機(jī)器人就留在原地了
四,基地車展開就行
五,特殊版本中有好多維修的東西,例如維修車之類的,同二
六,別不舍得了……
一拳超人中,杰諾斯在變強(qiáng)的路上,會(huì)黑化嗎?
《一拳超人》中有很多非常不錯(cuò)的角色,而杰諾斯絕對(duì)是其中最重要的一個(gè)。撇開他“燒最高的經(jīng)費(fèi),挨最毒的毆打!”這一點(diǎn)來看的話,他的各方面設(shè)定堪稱完美,一開始看的話,還真的有可能認(rèn)為他才是主角!雖然杰諾斯一直在渴望力量,但是最近他的內(nèi)心活動(dòng)讓我們很多人捏了一把汗!“要是怪人還在的話怎么辦啊……如果每天都是這樣的話,有幾條命都不夠用??!……我必須變得更強(qiáng)才行……更強(qiáng)……更強(qiáng)……”。在一次次惡毒的摧殘后,杰諾斯內(nèi)心的弦真的要斷了嗎?難道他也有走向瘋狂的邊緣“黑化”嗎?
杰諾斯第一次正面戰(zhàn)勝“龍級(jí)”怪人。
我已經(jīng)能夠獨(dú)自擊潰,災(zāi)害等級(jí)“龍”的怪人。每一天應(yīng)該都有確實(shí)地變強(qiáng)。但出現(xiàn)的怪人水平也急速地兇惡化,導(dǎo)致整體來說,毫無進(jìn)展。這種拉鋸戰(zhàn)實(shí)在是太殘酷了……
①“龍級(jí)”怪人黑暗大家族。毫無疑問,在經(jīng)歷了怪人協(xié)會(huì)和餓狼事件后,杰諾斯的改造進(jìn)一步得到了全面的提升,成功搭載了“雷光核”的他,終于有了龍級(jí)的實(shí)力。但是,現(xiàn)實(shí)還是很殘酷的,他剛剛意氣風(fēng)華一會(huì),就遇到了“龍級(jí)”怪人黑暗大家族!這是一個(gè)高數(shù)量的怪人,戰(zhàn)力也確實(shí)有著龍級(jí)!這也是杰諾斯真正意義上的一個(gè)人拿下的龍級(jí)怪人!
②杰諾斯的慘勝。結(jié)果確實(shí)是杰諾斯獲得了勝利,但是看著他破破爛爛的樣子,這樣的勝利真的太殘酷了。杰諾斯還是沒能逃脫升級(jí)一次,損壞一次的定論,而這一次損毀的不僅僅是他的機(jī)體,還有他那個(gè)搖搖欲墜的心!
杰諾斯第一次強(qiáng)烈渴望力量,他真的會(huì)“黑化”嗎?
杰諾斯的復(fù)仇
奇跡般生還的弱小的我當(dāng)時(shí)只有15歲,在廢墟上形單影只、奄奄一息。
(1)家園被毀,父母雙亡!
杰諾斯一步步走來,說真的非常不容易,他經(jīng)歷的是所有人都沒有經(jīng)歷過的殘酷。本來有一個(gè)美滿家庭的他,卻因?yàn)榈摹隘偪駲C(jī)器人”而毀滅!父母雙亡、自己居住的小鎮(zhèn)毀于一旦,甚至連自己的身體也只剩下最后的一點(diǎn)點(diǎn)而已!那一刻的杰諾斯體會(huì)的絕對(duì)是真正的地獄,沒有人知道杰諾斯在給改裝的過程中,內(nèi)心經(jīng)歷了什么,我想一定聰明了痛苦和悲傷!而這一切都改變了他,甚至可以影響他的一生!
(2)追尋“瘋狂的機(jī)器人”多年而不得。
背負(fù)血海深仇的少年,利用自己完全陌生的機(jī)械身體,開啟了復(fù)仇之路。這一路上,杰諾斯一走就是四年,他無時(shí)無刻不在想著找到“瘋狂的機(jī)器人”,但是一次次災(zāi)害報(bào)告都不過是普通的怪人而已。他開始了和怪人的對(duì)戰(zhàn),自詡正義,他和甜心假面還有餓狼最開始都沒有區(qū)別,而其他兩個(gè)都變成過怪人!
杰諾斯的成長
好強(qiáng)……真是厲害,不僅速度快,還有著可與背心尊重相提并論的力量。在對(duì)決時(shí)還能毫不猶豫的使用高熱炮回?fù)?。?duì)于現(xiàn)在的我來說,真是艱辛無比的對(duì)手啊!
(1)雖然庫賽諾博士有所控制,但實(shí)力的增長還是太快。
杰諾斯一路從“初始杰”、“箱子杰”、“G4杰”、“渦輪杰”、到“雷光杰”。他經(jīng)歷了很多,才慢慢的獲得了足以對(duì)抗龍級(jí)的力量。而這一切都是庫賽諾博士的克制而來的,因?yàn)樗滥壳暗慕苤Z斯內(nèi)心是不安定的。給予了他過快過強(qiáng)的力量,都很可能導(dǎo)致新的“瘋狂的機(jī)器人”的誕生??墒牵退闶沁@樣的把控,對(duì)于才不到20歲的杰諾斯而已,力量的增長還是來得太過簡單。通過改裝而來的力量,畢竟不是自己去獲得的,對(duì)于本就是少年心性的杰諾斯而已,這并不是一個(gè)好事,這樣導(dǎo)致了他根基的不牢固。這也是他很可能走向“黑化”的原因!
(2)一直在消滅怪人,經(jīng)歷的事情太少,心性還不成熟。
說到底杰諾斯其實(shí)一直是少年心性,一直還停留在15歲家園被毀的階段,后面的一切都不過是為了復(fù)仇而已,他真正經(jīng)歷的事情還是很少,真正感受的東西還是不夠多。直到他遇到了琦玉老師,他的內(nèi)心世界才開始慢慢轉(zhuǎn)動(dòng)了起來,他才感受到了其他的情感和不一樣的世界!但是,他雖然在琦玉老師這里學(xué)到了很多他欠缺的,不過還是時(shí)間太少。一直的戰(zhàn)斗大意就是他不成熟的表現(xiàn)之一,現(xiàn)在雖然好了很多,不過他還是差得遠(yuǎn),這樣不成熟的內(nèi)心也是他可能走向歧路的因素!
(3)一直在努力,卻一直到不了目的地。
杰諾斯很努力了,為了追尋力量他也付出了很多。“魔鬼改造人雖然也具有著恐怖的性能,但也沒有搭載能夠與如此龐大的怪物對(duì)抗的兵器,無法發(fā)揮出目前兵器性能最高以上的火力,那就是魔鬼改造人的極限!”就如同怪人協(xié)會(huì)給他的評(píng)價(jià)一樣,杰諾斯是有極限的,他可以通過自身的戰(zhàn)術(shù)和心性的成長極大的提升戰(zhàn)斗力,但是他的戰(zhàn)力不可能超過他裝備的限制!這也是他為什么,一次次對(duì)戰(zhàn),都遭受摧殘的原因,他一直在挑戰(zhàn)自己的極限,可是現(xiàn)實(shí)一次次告訴他,極限就是極限!這樣的絕望,真的很絕望??!當(dāng)一個(gè)人一次沉淪在絕望中的時(shí)候,瘋狂的種子就很可能生根發(fā)芽!
杰諾斯的環(huán)境
山外有山,人外有人,若是無法接受這點(diǎn)的話,便無法成長!
(1)每個(gè)英雄都秉性古怪,真正的朋友沒有。
杰諾斯加入了英雄協(xié)會(huì)成為了S級(jí)英雄,但是他并沒有找到自己的伙伴。英雄協(xié)會(huì)的S級(jí)英雄都是問題不小的人,大多是能力很大卻性格古怪的人物,有那么幾個(gè)不古怪的但是也都是年紀(jì)和輩分很高的前輩。我們可以發(fā)現(xiàn)縱觀一拳的故事發(fā)展到現(xiàn)在,杰諾斯沒有一個(gè)真心的朋友!而庫賽諾博士和琦玉,都只能算他的長輩,并不是可以暢所欲言的伙伴!琦玉還有KING可以紓解心中的苦悶,而杰諾斯沒有。這樣的情況,讓杰諾斯一直積累的壓力無處宣泄,久而久之真的會(huì)壓垮這個(gè)本就還是少年的天才英雄!
(2)雖然有琦玉老師,但是兩人實(shí)力差距太大,并不能真正地交心。
杰諾斯雖然幸運(yùn)的遇到琦玉老師,也確實(shí)在琦玉老師身上學(xué)到了很多東西?!袄蠋煹娜^大幅減弱了隕石的速度,本來隕石的沖擊波會(huì)吹走一切。這件事只能用奇跡來形容,老師即使被奉為永垂不朽的勇者也不奇怪。我沒有見過比琦玉老師還要優(yōu)秀的人。就算不被社會(huì)認(rèn)同,我也會(huì)跟隨老師?!彪E石來襲、深海王、波羅斯、怪人協(xié)會(huì)、餓狼等等事件,琦玉老師都給杰諾斯樹立了一個(gè)非常高大的身影,強(qiáng)大不可超越!
“我完全都想象不到,自己可以拉近和老師的距離的影像,身處的次元不同……”杰諾斯對(duì)于琦玉老師的尊敬不需多說,在杰諾斯心中琦玉是偶像是真正的明燈,不過正是這樣反倒是讓兩人之間存在著距離!琦玉老師很多心里話也不可能跟徒弟杰諾斯說,會(huì)顯得丟人。而杰諾斯內(nèi)心的軟弱和悲傷也不會(huì)和琦玉說,因?yàn)樗阽窭蠋熜闹斜仨毷钦嫦蛏系?,在偶像的面前丟臉也是很難的。琦玉老師指引了杰諾斯前行的方向,但無法解決他內(nèi)心的郁結(jié)。反倒是琦玉老師的強(qiáng)大,讓杰諾斯有一種無能為力的絕望!
(3)怪人越來越強(qiáng),杰諾斯不斷地變強(qiáng),還是不斷地被打擊。
杰諾斯的成長是不可以否認(rèn)的,尤其是實(shí)力的提升是肉眼可見的,可以說他是目前S級(jí)英雄當(dāng)中實(shí)力提升最快的。但是,怪人的強(qiáng)大更是與日俱增,各種強(qiáng)大的怪人層出不窮。就算杰諾斯擊敗了龍級(jí)怪人又如何,很快龍級(jí)怪人就是很普遍的存在了,甚至還沒有過去的鬼級(jí)怪人稀有。這也是為什么杰諾斯深深地絕望的原因。就好比,一個(gè)玩家充了錢了,明顯感覺自己變強(qiáng)了,卻發(fā)現(xiàn)其他人沖得更多。你再?zèng)_,別人也沖,一而再再而三,你一直在變強(qiáng),卻體會(huì)不到變強(qiáng)的快樂,是個(gè)人都受不了吧!這是杰諾斯內(nèi)心創(chuàng)傷最直接的原因!
雷神之錘4機(jī)器人
不知你說的瘋狂機(jī)器人是否就是SABOT
我用SABOT
方法是解壓到Q4文件夾事先中手動(dòng)新建的“SABOT”文件夾
然后運(yùn)行游戲,在主菜單中“MOD”選項(xiàng)中栽入sabot
游戲重新啟動(dòng)后建立服務(wù)器,然后在控制臺(tái)中輸入:
addbot bot_sabot
具體的看英文原文如下。
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= SABot - Stupid Angry Bot - A Multiplayer Bot for Quake 4 =
It won't eat, it won't sleep, it absolutely will not stop, until it does something stupid.
Version: Alpha 10 - "I obey these words, written in my head. I think they are spelled wrong."
Date: 2005-08-08
Author: Jarad "TinMan" Hansen
Site:
NOTE: This is an Alpha version.
While theoretically the worst that will happen is the game crashes, I hold no responsibility if your computer explodes in a ball of incandescent fury.
= ChangeLog =
Just an update to Q4 1.3, quick hack, 80% broken, support for deadzone gametype.
Minor bug fixes.
Now based off new fake-client framework worked by custom, John, gauss.
Bot's persist over map change.
= Note for previous users of SABot =
Do a fresh install, don't install to an existing installation (rename that fisrt then bring over any stuff from that you want to).
The aas compiler has been updated by custom, the command is now runbotaas. You should recompile custom map aas files from scratch rather than copy them from your previous instalation.
= Known bugs and Limitations =
Well, most of it, I could write a novel.
Due to a hd crash I lost the stock maps I updated for improved aas/bot navigation so the stock maps the will play worse ie "get stuck" on geometry.
More info here:
= Performance =
As a rule you generally want performance over graphics in multiplayer games anyway, and throwing in CPU eating bots means you may want to consider dropping details down a bit.
i.e. High special effects and shadows off, dropping down resolution. Have a look for Quake 4 tweak guides on the net.
As well as experimenting with how many bots your system can comfortably handle.
= Using the Mod =
IMPORTANT: Make sure your Quake 4 installation has been updated to version 1.2.
Will not work on earlier versions of q4 and not guaranteed to work on later versions of q4.
1. Installation: Create a folder inside the Quake 4 folder called "sabot" and unzip the files into it.
2. Loading the mod:
Run the batch file "Load Sabot" in the sabot folder.
Or load quake 4 and choose sabot from the mods menu.
NOTE: You'll be able to tell if the mod has loaded successfully by typing:
gamename
At the console, it should say "SABot a10".
3. Adding a bot
Start a new multiplayer server
To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type:
addbot bot_sabot
NOTE: addbot command works like the spawn command, eg accepts key/value pairs.
NOTE: Typing addbot bot_TAB will give you a list of bot defs.
4. Removing a bot
Use the console command:
removebot n
Where n is the clientnum of the bot. Bot clientnums start from 32 down.
or
removebot botname
Where botname is the name of the bot
or
removeallbots
To clear all bots.
= Bot difficulty =
Bots aim accuracy or "drunkenness factor" can be set when bot is added with the key/value "aim_accuracy", higher value = less accurate.
Range [0-4]
You can slow down bots aim a bit with key/value "aim_rate" default is 0.5 with less being slower. Range [0.1-1]
Example:
addbot bot_sabot aim_accuracy 3 aim_rate 0.4
= Teams =
The team of the bot can be specified with the team key/value. 0 = Marine, 1 = strogg Note: autobalance may override this.
You can force bot's to change team via the normal admin menu.
= Customising =
Bots can be customised as they are added (as seen above) or via def file.
The bots read all ui_* key/value like a player.
These include:
ui_name - For the name of the bot
ui_clan
ui_model
ui_hitscanTint
Examples:
addbot bot_sabot ui_name "Fluffy Bunny" ui_model "model_player_marine_tech"
Some of the above setting are in their own character def files, the can be added with:
addbot bot_sabot_tinman
addbot bot_sabot_blackstar
addbot bot_sabot_fluffy
Have a look at the file sabot/sabot-pak000.pk4 /def/bot_sabot_characters.def for the examples.
NOTE: The Quake 4 uses Zip archives with the extension .pk4 which may be opened in winzip. The .def files are plain text files.
= Playing custom maps =
Compiling AAS Files: The AI navigation system in Quake 4 relies on its own map of the level you are playing on. Chances are most multiplayer maps weren't created with this in mind but you can force the engine to compile them. They'll be rough, but will work for the most part.
You'll only have to do this once for each map that doesn't have them.
1. The aas compiler can currently only be run when the mod has been loaded fresh, while at the main menu and before you have started a server.
2. The console command to compile an aas file is:
runbotaas /mp/mapname
Where mapname is the file name of the custom map.
NOTE: This has changed from the previous version where it was runaas.
NOTE: You can use the TAB key to complete what you started typing.
NOTE: Use the console command
dir maps/mp/
to list the filenames.
The quality of the aas file (i.e. incomplete areas for bot) will depend on how the map author has handled patches and models. See below.
= Map authors - Making your own map bot ready =
The aas compiler takes into account brush geometry but not patches or models (func_statics etc). You must block these out with a brush textured with common/monsterclip.
See the quake4 single player maps for examples.
And also the resource about clipping at quake4/iddevnet:
And also keep your eyes peeled on doom3world.org for info.
Things will be a lot better if you follow the standard quake 3 "playerclip everything you can" approach.
Also make sure the file aas.def in the sabot pak000.pk4 is loaded with your editor, this means either putting the file in base/def (which will cause problems for single player maps) or loading the editor with the sabot folder set as fs_game, i.e. quake4 +editor +set fs_game sabot
When running bsp/dmap runaas will automatically be run. You'll notice the only aas compiled is the aas32, the rest will be 630bytes empty and you can delete them.
In game use aas_showareas 2 and have a run around to get an idea of where the areas are, and note that they shouldn't pass through something that's solid to a player (do a test map with a crate made out out of a brush and one made out of a func_static to see what I mean).
= Running a pure server =
This is mainly for those who wish to run a server for other people over the internet.
I set pure mode to off in the autoexec.cfg because the aas compiler requires it and it's the easiest way to run custom maps with the aas files.
If you want to run a pure server:
1. change the autoexec.cfg
2. All extra data files that you have created that weren't in the sabot .zip - ie the aas files for the custom maps - must be put in a .pk4
3. People who wish to connect to your server must have the extra .pk4 files. How you distribute them is up to you, if it's just for friends you can just send the .pk4s.
If it's a public server you could set up autodownload.
= Feedback =
Visit the SABot section in the OakBot forums:
= Distribution =
Distribute as you will, just keep the zip unmodified. Sweet.
= Thanks and credits to =
Super ZOMG thanks to Steve "cusTom3" Baker for putting up with my incessant rambling and his herculean efforts at deciphering the aas system and adding jumpad and teleporter reachabilities.
Thanks again to Richard "Son of Sam 2" Potter for his testing. SABot may be crap, but it's less crap because of him.
Cheers John Cricket for throwing up a SABot section off his OakBots forum.
Rick "GaussDecay" Idon'tknowyourlastname for the aim blending cooperatively thrashing around with the fake client framework and answering exactly "what's ccookin".
doom3world.org for providing an excellent d3engine modding community. It is excellent.
Raven for the fun continuation to both q2 an q3.
And you. Yeah you know.
Previous (but still valid) sabot thanks to:
Extreme thanks to id Software for making the Doom 3 engine easily modifiable for a retard like me.
Oh and thanks id for making the script plain text and thus hooking me into making this, and for the nice sdk code.
And for the brilliant AAS navigation system.
Brian from iddevnet for pointing out the runaas command and starting a solution for the usrcmds transmission.
Mega thanks to Steve "Cobalt" Gray for pointing out the (now blindingly obvious) fake client approach, and creating the not so obvious network wrapper.
Gate from Team Mirage for his initial grueling attempt to compile the linux build for a8.
AnthonyJ for the fix and the a8 linux build.
= Final Thoughts =
Alpha 8:
This may be the first and last version of SABot for q4 (though I've said that in the past for d3), with the new q4 bot community shaping up it doesn't make sense to continue it when the more seasoned lads will eclipse it so totally.
I knew things would heat up in the bot dev world for q4 and I'm real glad to see the collaborative effort that's building up at the OakBot site.
Plus I have wanted to have a bash other mod ideas for a fair while now, for good or worse. So, while I won't have a direct hand in further q4 bot developments, I will at least have a seditious whispering voice in it.
I had always intended to do a quick port of SABot from Doom 3, mainly to get something out for the community (no matter how crap). I had however been halfway through a goal/priority system overhaul so I had to complete and tweak it (which I haven't completed), then with the conversion over to q4 I decided to take advantage of the updated movement/enemy code, which took a while. After breaking the CTF code for the third time and finding problems with my old enemy selection code, I can now say with all the new code thrown in it's better and than the previous sabot. Kinda.
I'm also very glad that the mp performance is way better than d3 (especially the xp) which means a decent amount of bots can be added for a game of ctf.
With Raven having (quite understandable) shifted the scripts for weapons/actors and ai to game code and creating stae macros that kept the system very similar to what it was it would have been very easy for me to shift to full c++. Quoting myself: Having to extend, manage and debug a scripting system for something like ai can get tedious, going with full c++ and an ide, compiler and debugger that's had years of optimisiations and refinements is a big draw.
So why didn't I? As I mentioned I doubt SABot has any long term viability, I'm only just bumping into scripting limitations in this version. And the main reason - I started out learning programming with the d3 AI scripts and I like the idea of having something out there that the newbies can rip into and have a crack at something themselves. You don't allways have to create something striving for the best as long as you are having fun.
I'll shut up now.
Alpha 9:
Ah yes an update to q4 1.2 is all I currently have time for, it's a shame, I killed a couple of bugs but that's just exposed more in the stuff I had planned to overhaul. The whole thing is creaking at the seams. Bums.
Alpha 10:
It rises again from the grave to forever taunt me. Just a quick update to 1.3, but SABot had been previously shifted to the new fake-client framework which was a lot cleaner and stable. The ai code it still the horrible stuff that hasn't had any major overhaul since a7/doom3. But whatever, it works.
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