.:: Bots United ::.

.:: Bots United ::. (http://forums.bots-united.com/index.php)
-   General Forum (http://forums.bots-united.com/forumdisplay.php?f=36)
-   -   Work In progress (WIP) #9 (http://forums.bots-united.com/showthread.php?t=764)

dead bwoy 22-02-2004 22:13

Re: Work In progress (WIP) #9
 
admin + amx? please post the scripts you are loading for adminmod and the plugins loaded in amxmod

stefanhendriks 22-02-2004 23:13

Re: Work In progress (WIP) #9
 
the realbot max command holds the max of 8 BOTS. It does not count HUMAN players. I will have to add an extra feature. So you can set the max total players on a server.

Idea:
realbot max 8
realbot players 8

will mean:
8 max bots
8 max players

so when there are 8 bots in a server, the max of 8 players is reached. When a player joins, there are 9 players. THe bot dll should know it is 1 to many and automaticly kick one bot.

Do note, that realbot max only affects the internet mode. So in theory, a command:

realbot players <amount>

should be enough.

will look into it.

KnighthawkGP 23-02-2004 00:24

Re: Work In progress (WIP) #9
 
Thanks Stefan that sounds like a good solution and thats for such kick a$$ bot software.

Ava3ar 23-02-2004 01:39

Re: Work In progress (WIP) #9
 
amx on its own does the same as admin mod, plus a couple of its plugins, just use AMX, its the best one anyway

Onno Kreuzinger 23-02-2004 12:45

Re: Work In progress (WIP) #9
 
but amx has more bugs and trouble with bots (atleast on linux) it messes up the player names and sometimes crashes when you remove and add bots to much.

Terran 23-02-2004 12:56

Re: Work In progress (WIP) #9
 
AMX doesn't mess with the names (this is just a side effect), it does something even worse:
If you run AMX and a bot of any kind it screws up its user initialisation.
After some connects and disconnects it doesn't notice that new players have joined. One of the noticable effects is that for new players none of the amx commands work (and the name bug). After a mapchange this is "fixed" for all connected players but after a few connects and disconnects this happens again for new players.
This doesn't happen with adminmod or clanmod btw.

Terran 23-02-2004 13:00

Re: Work In progress (WIP) #9
 
One more disadvantage of AMX compared to adminmod:

olo (the original developer) seams to have abandoned the development of AMX :(.

Onno Kreuzinger 23-02-2004 13:12

Re: Work In progress (WIP) #9
 
anyways admin mod is quite useless for me, no menues (i cant train 8 ppl. to use console..) no easy access to it funtions (all disabled by deafult and poorly documented) it's "security" bitmask is a PAIN IN THE ASS, security must be usefull or it's unsecure....
no simple stats stuff, i did not figure out how to keep playing in a level (map extend)....

Terran 23-02-2004 13:24

Re: Work In progress (WIP) #9
 
I've to agree to most of your statements :)
I also prefer AMX over adminmod (I used the later since 1999 and switched to AMX with CS1.6).

"Training" people to use adminmod wasn't that hard (nearly every regular at my server knew how to use it then). But I agree AMX is much more userfriendly 8).

"Extending" a level: admin_timelimit ...

stefanhendriks 23-02-2004 14:18

Re: Work In progress (WIP) #9
 
okay people, i have seen a lot of 'help how to get rb working' posts, and a lot of 'sollutions'. But i am also looking for suggestions on improvements. Gimme gimme gimme :D


All times are GMT +2. The time now is 10:05.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.