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02:33.57 | thrakattak | reading vintage ('06) forum posting about server side bots... did that move forward at all? |
02:41.22 | thrakattak | more specifically forward into the 2.4.x code base... |
02:41.24 | JeffM | parts of it |
02:41.35 | JeffM | they can spawn and chat |
02:41.38 | JeffM | but not shot or die |
02:42.01 | thrakattak | i am looking at the BZRobots wiki page too, very cool |
02:42.22 | thrakattak | hm. is there an option to spawn, shoot, die and respawn? |
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02:42.55 | thrakattak | we are playing with idea of a honeypot-map for problematic players... |
02:43.06 | JeffM | they arn't a server option |
02:43.11 | JeffM | it's an api plugins can call |
02:43.43 | JeffM | we need to make the server know where shots are before they can shot and die |
02:44.01 | thrakattak | ah. and that is done on client atm? |
02:44.03 | JeffM | they are mostly used for observer chat style plugins now |
02:44.06 | JeffM | no |
02:44.38 | JeffM | there are 2 kinds of client bots, then bzrobots, then the server API |
02:45.00 | thrakattak | ok |
02:45.46 | thrakattak | is it possible to give client bots different names than user they were spawned by? |
02:46.01 | blast007 | sure, by modifying the client |
02:46.02 | JeffM | not really |
02:46.13 | JeffM | yeah not by default, but you can change the code |
02:47.09 | thrakattak | hm, ok. |
02:48.20 | blast007 | not sure what you mean by "honeypot-map" either |
02:49.05 | thrakattak | instead of banning players, forward known problematic IP to this server on different port |
02:49.13 | blast007 | why? |
02:49.15 | thrakattak | it will be populated by bots |
02:49.16 | JeffM | how do you forward them? |
02:49.25 | blast007 | iptables, probably |
02:49.32 | thrakattak | absolutely |
02:49.44 | thrakattak | goal: bore them |
02:49.47 | JeffM | so the origonal server becomes a proxy? |
02:49.48 | blast007 | seems pointless though.. no less work than just banning them |
02:49.59 | JeffM | it's more work |
02:50.00 | blast007 | no, the original server still runs like normal |
02:50.00 | thrakattak | yeah but we can learn a little on the way... |
02:50.08 | JeffM | and wastes your resources, twice |
02:50.14 | JeffM | what can you learn? |
02:50.23 | blast007 | the firewall just has specific rules for the IPs of the "banned" players and forwards them to a different local service |
02:50.30 | JeffM | ahh |
02:50.33 | thrakattak | ^-- |
02:50.56 | thrakattak | so instead of no access, they get blue pill |
02:51.10 | blast007 | so again, no less work than just banning them.. still need to maintain their IP, and now you have to manually pull it and add it to a firewall rule... |
02:51.32 | blast007 | just ban them and get on with your life ;) |
02:51.35 | JeffM | and then when they figure it out in 5 min, it's useless |
02:52.02 | blast007 | yeah, the bots are pretty obvious... |
02:52.08 | JeffM | but really we don't have a bot system that can really emulate a person |
02:52.13 | thrakattak | yeah depends on the envt provided... |
02:52.23 | thrakattak | which is why i ask about the bots |
02:53.12 | blast007 | solo bots never jump and can't grab flags, autopilot drinks too much caffeine |
02:53.30 | JeffM | it's also one autopilot per cliet |
02:53.34 | thrakattak | yeah Roger nearly induces seizures just watching |
02:54.12 | khonkhortisan | By not grabbing flags, solo bots don't follow the normal game rules a real player does. |
02:54.24 | JeffM | yup |
02:54.32 | thrakattak | thus less convincing, true |
02:54.40 | khonkhortisan | You could fill the whole map with bad flags and give bots an advantage |
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02:54.47 | JeffM | the fact that nobody will chat back will do it |
02:54.56 | blast007 | I had solo bots that talked :P |
02:55.02 | blast007 | and flew .... |
02:55.05 | JeffM | convincingly? |
02:55.20 | blast007 | they'd just insult you when they shot you |
02:55.46 | thrakattak | lol... that would suit our needs... along with all bad flags or none at all... |
02:57.07 | thrakattak | just stewing some ideas to keep it entertaining. yes admin overhead same, but may offer entertainment value to us in meantime |
02:57.31 | blast007 | no, more overhead with your method |
02:57.44 | blast007 | normal method. /ban Player 30d Cya! |
02:57.44 | JeffM | so you are going to what sit and observe waiting for someone to get banned |
02:58.24 | blast007 | your method. write down IP address, change to terminal, run command to add IP to rules, and manually remove at a later date |
02:58.26 | thrakattak | not at all, just reroute problem player to this server once identified |
02:58.52 | JeffM | blast007, don't forget "join as observer for cyberstalking" |
02:58.54 | blast007 | (plus the extra server, and keeping one or more clients running to have the bots, plus the global auth issue) |
02:58.59 | thrakattak | not really looking for efficiency/optimization at this point |
02:59.26 | thrakattak | jsut exploring alt means of handling problematic player |
02:59.42 | JeffM | how many players do you expect to get? |
02:59.46 | blast007 | sounds like you just need more admins.. |
03:00.30 | blast007 | I ran a popular server for a long while.. never needed a fake server |
03:00.39 | thrakattak | dunno... playing with idea atm. we've had a few. |
03:01.18 | blast007 | (and by popular I mean it was #1 on the list a lot of the time, back when there were more players.. 15vs15 was common) |
03:02.00 | JeffM | heh 15 vs 15 is all the players right now |
03:02.13 | thrakattak | pretty much |
03:03.33 | thrakattak | thanks for the feedback, helpful as always |
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20:47.37 | JeffM | man I hate it when games use old programing languages that don't work with stupid new OS features that nobody asked for |
20:53.50 | blast007 | ;D |
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