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Re: Where is the bot.txt in HPB_Bot_MM Pierre need your help
Pierre I can't do what you have suggest since DoD 1.2 change a lot in the debug format, like the weapon ID part for example:
(DoD 1.2/Steam) pfnRemoveEntity: 3e36298 pfnPvAllocEntPrivateData: pfnCreateNamedEntity: edict=3e36298 name=weapon_enfield pfnPrecacheModel: models/v_enfield.mdl pfnPrecacheModel: models/w_enfield.mdl pfnPrecacheEvent: pfnPrecacheSound: weapons/enfield_shoot.wav pfnPrecacheSound: weapons/357_cock1.wav pfnPrecacheSound: weapons/boltforward.wav pfnPrecacheSound: weapons/boltback.wav pfnPrecacheSound: weapons/tommy_reload_clipin.wav pfnPrecacheModel: models/v_enfield_scoped.mdl pfnPrecacheModel: models/w_enfield_scoped.mdl pfnPrecacheSound: weapons/enfieldsniper_shoot.wav pfnPrecacheEvent: (DoD 1.1) pfnMessageBegin: edict=1de6594 dest=1 type=76 pfnWriteString: weapon_luger pfnWriteByte: 4 pfnWriteByte: 24 pfnWriteByte: -1 pfnWriteByte: -1 pfnWriteByte: 1 pfnWriteByte: 1 pfnWriteByte: 4 pfnWriteByte: 64 pfnWriteByte: 8 pfnMessageEnd: Pierre or botman, is it possible the DoD team can change the format so big like this way(I can't check any detail information of weapon now except the model or wav.....) ? ???:( If yes how can I check the weapon ID or some other information like VGUI network messages(after 1.2 even no more VGUI messages table output at the top of the bot.txt) ? :| BTW Chaos you can just mark out the if (debug_engine) messages that you don't need at the engine.cpp, it can reduce the size of the bot.txt a LOT. :) |
Re: Where is the bot.txt in HPB_Bot_MM Pierre need your help
Cleverly written MODs use as few network messages as possible. And if you think about it, WeaponList and VGUI messages are not needed since the server and the client are supposed to share the same game and client DLL. In this case, you won't be able to use the bot.txt for anything useful, and you'll have to hardcode the weapon IDs yourself in your DLL. Use an investigation plugin like PMTools to find them out.
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