Was pretty well self-contained and didn't need any direct hooks into the
There was a list of functions in the Half-LifeĮngine that the MOD could call and there was a list of functions in the MOD After working on my Half-Life deathmatchīot for many months, I had a pretty good understanding of how the Half-LifeĮngine interfaced to a MOD.
I startedīy trying to remove things from the Valve Standard SDK that weren't neededīy bots and somehow get a modified SDK and MOD to load at the same time.Īfter many weeks of crashing my Half-Life server over and over and overĪgain, I decided it would be easier to start almost completely from scratchĪnd create 99% of the code myself. I started trying to develop a method of adding bots to Team Fortress ClassicĪnd Counter-Strike in early 2000 (late January/early February). Bots are created in exactly the same way that players are created,Įxcept that bots don't have a network connection since they don't exist
When a player connects to a server, the Half-Life engine creates an entityįor this player and calls functions in the MOD when actions occur with thatĮntity.
Same structure is used for all MODs when they create entities in a game. That the Half-Life engine has an internal structure used for entities. MOD you can still create a bot for the MOD. Even though you don't have access to the source code of the Opposing Force, or Gunman) is owned by a company or corporation and isĬonsidered proprietary and confidential and can not be distributed to the Source code for many MODs (like Counter-Strike, Team Fortress Classic, Most MOD teamsĭo not make the source code to the MOD available to the general public. Will not be able to get access to the source code of the MOD. To have access to the source code for the MOD. The HPB bot allows you to add a bot to Half-Life MODs without requiring you Needed to have access to the source code to that MOD. This would be like trying to load Counter-Strike and Team Fortress ClassicĪt the same time. Two MODs can not be loaded by Half-Life at the same time. For example, you couldn't use The Jumbot withĬounter-Strike to get bots in Counter-Strike. You were not simply able toĬombine bots with MODs. Traditionally MODs for Half-Life could not have bots unless the MOD authorsĬreated bot code embedded in the MOD itself. To newline (NL) format, otherwise the make utility and the C++ compiler Other utility to convert the carriage return and linefeed pairs (CR/LF) Source code directly on a Linux box, make SURE to run dos2unix or some To build the HPB bot shared library (.so file). (making SURE to use ASCII mode to transfer the files), then run "make" To build the HPB bot on a Linux machine, FTP the files to a Linux machine Workspace file in the HPB_bot\dlls directory then use "Build->Rebuild All" (available for purchase from When using Microsoft Visual C++, you will need to open the HPB_bot.dsw Microsoft Visual C++ 5.0 (with service pack 3) or Visual C++ 6.0 You will need one of the following C++ compilers: (in the Half-Life Official section) as well as on many The Linux version of the Half-Life dedicated server can be found on Version of Half-Life and the Linux version of the MOD that you wish to use.
Machine you will need to download and install the Linux dedicated server Life will not allow you to run a bot or any MOD. Of Half-Life, Counter-Strike, or Opposing Force.
To run the bot on a Windows machine, you will need the full retail version
This source code allows you to build a bot DLL fileįor the Windows version of Half-Life as well as the Linux dedicated server Strike, Team Fortress Classic, Deathmatch Classic, the Holy Wars MOD and theįront Line Force MOD. The source code included here will allow you toĪdd a bot to Half-Life deathmatch, Gearbox's Opposing Force MOD, Counter. Is distributed with your bot or MOD and also on any website that is used toĭistribute your bot or MOD. Unrestricted as long as you provide credit to me in any ReadMe.txt file that
This source code is provided as an example of how to create a bot for MODsįor the game Half-Life by Valve software. Note: This DLL package is not fully tested on all servers, please report to or report on our forums. > Both builds optimised for later Pentium SSE2 Archs > Linux binary optimised for i686 and using GCC 4.8 > Added 3rd Party Mod support for Wizard Wars v1.2.x and Swarm Mod. > Added support for SteamPipe HLDM, Op4, DMC > Definition 'UpdateClientData' fixed when it was unused > Definition 'WaypointFloyds' fixed it was missing 'unsigned' Let me know if those bots fail for HLDS SteamPipe servers! No major changes apart from being compiled for SteamPipe by including HLSDK 2013 and Metamod v1.21-p source codes. HPB Bot upgraded and recompiled by RoboCop