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-   -   Release #2! (http://forums.bots-united.com/showthread.php?t=1639)

[NvT]_KaszpiR_ 26-05-2004 09:36

Re: Release #2!
 
on cs 1.5 i imagine
cause on 1.6 i see no pings for them , only mine

KWo 26-05-2004 10:47

Re: Release #2!
 
Quote:

Originally Posted by sn1p3t
So, I set min_bots = 0, max_bots = 8, as well as commented out all the addbot lines.
No bots join.
I added 8 addbot lines, and 8 bots initially joined, but none of them were kicked when I joined.

I r confused. Any suggestions?

I didn't try this min/max bots.
Probably You have to use command fillserver to see bots in the game.
I prepare te game with 8 bots in this way:
I commented out min/max bot lines in podbot.cfg. I use 8 addbot command with all parameters (including names).
The game is started with 8 bots. When I join - the first bot is kicked - not kicked (I described this in the past - see second page of bug reports - there is a bot on scoreboard as dead, but really doesn't exist). When the next player is joined, the bot is kicked (this time 100%). When I want to add new bot to the team, where is this bot not kicked 100% OK - the new bot goes to this not kicked bot's slot. When the player leave the game - a bot is joined automaticly.
Try in this way.
BTW - why people don't read the second page of bug reports?:)

sPlOrYgOn 26-05-2004 13:31

Re: Release #2!
 
I think I've figured out a way to turn off autojoining/kicking for now..
set both min_bots and max_bots to the number of bots you want and it should work :D

Colli 31-05-2004 02:01

Re: Release #2!
 
Great work, there's one problem though. When I set it in Knife mode (jason mode), everytime a bot sees and enemy bot, they stop where they are and just shake. If you get near enough for the bot to attack, it attacks, but if the bot sees an enemy bot, they just stand and shake until the game is over, or you kill one of the bots.

sPlOrYgOn 31-05-2004 02:05

Re: Release #2!
 
yea.. it's not like they're all aggressive..
and the bot's fighting movement needs a lot of work...

Asurmen 06-06-2004 02:12

Could we all get another updated DLL...
 
@SpIOrYgOn

If at all possible could we all get another fresh compile of the podbot_mm.dll with some of the new code fixes that have been changed for example: Reload Fix etc. Thanx. I would compile it myself, but I yet do not have Visual Studio :'(

Until next time....Cheers!

sPlOrYgOn 06-06-2004 06:47

Re: Release #2!
 
k if you want a beta here it is :D
http://www.mapzap.org/podbot/podbotBETA.zip

Asurmen 06-06-2004 07:43

Excellent...
 
@sPlOrYgOn

Thanx. I'll test it out and see what bugs I can find for ya 8D

Until next time...Cheers!

UPDATE: That new DLL is nice yet, for some reason the console keeps spitting out that it cannot create bot because the max players have been reached. I have cleared out the podbot.cfg addbot commands at the bottem, Is there something u may have left on or in debug mode?

sPlOrYgOn 06-06-2004 21:17

Re: Release #2!
 
you have to make sure max_bots is below maxplayers..
I gotta make it check what maxplayers is..

KWo 06-06-2004 22:01

Re: Release #2!
 
If autoaddremove is 1 and min/max bots are not specified (commented out) - Yur dll do some function like fillserver, but still wants add new bot - after this You have this message "Cant create bot - maxplayers reached".

If autoaddremove is 1 and min max bots are specified (for example 0 and 8 ) and I have 8 addbot lines with all parameters and detainames on - dll totally ignore my adbots commands (there are some added bots like by fillserver) and dll in this case totally ignore minbotskill parameter,too.

If autoaddremove is 0 and min/max bots are not specified - there are added bots by "addbot" commands from podbot.cfg and some bots to reaching

number_of_bots_created = maxplayers -1

If autoaddremove is 0 and min/max bots are specified (for example 0 and 8 ) dll totally ignore my adbots commands (there are some added bots like by fillserver) and dll in this case totally ignore minbotskill parameter, too.

I was tested on CS1.5 Dedicated Server.
This is result of my tests.:'(

BTW - some more optimist info - this new dll didn't crash this map cs_bigbrother_beta1 during 0.5 h max test. Probably all is OK before I had wait about 5-10 min to crash. :D

sPlOrYgOn 06-06-2004 22:12

Re: Release #2!
 
your first test...
most likely what happened was that your pause in your podbot.cfg was too high...
you can just remove it if you want...

your second test...
it absolutely does not add a random bot if autoaddremove is off...
autoaddremove is on by default...

your third test..
ignored your addbot commands?? no way...
so when you used fillserver it ignored your minbotskill?
that can't happen unless addbot command ignored your minbotskill too..
but you say minbotskill parameter which fillserver does not have..
you can specify a skill and all the bots will have it..

yea I tested cs_bigbrother_beta1 too...
I wonder if they have a final...
the beta sucks but lets hope the final fixes a lot of the problems..
also you don't need another ct to open that oneway door for you..
you can just go there and face the other way and USE the door and the door will open :D

KWo 06-06-2004 23:46

Re: Release #2!
 
Quote:

Originally Posted by sPlOrYgOn
your second test...
it absolutely does not add a random bot if autoaddremove is off...
autoaddremove is on by default...

Look once again - my second test was with autoaddremove 1 and min/max bots specified (uncommented lines and minbots 0 and maxbots 8 ). On DS in this case Your dll add "some" bots - not these wanted by me and with bothskill totally random (maybe my addbot commands in this case are wrong interprteted and because of this is I can see some bots not wanted by me).

Quote:

Originally Posted by sPlOrYgOn
your third test..
ignored your addbot commands?? no way...
so when you used fillserver it ignored your minbotskill?

I didn't write "I used fillserver" - I wrote "It's LIKE fillserver". In all 4 tests there were the same 8 addbot commands in my podbot.cfg

Quote:

Originally Posted by sPlOrYgOn
that can't happen unless addbot command ignored your minbotskill too..
but you say minbotskill parameter which fillserver does not have..
you can specify a skill and all the bots will have it..

But it WAS happened - once again - maybe in this case addbot command is wrong interpreted (some parameter) and becasue of this there are some wrong sills added - but this I experienced for sure.
In all my tests I used minbotskill 80 and maxbotskill 100, but sometimes I saw some bots added even with skill 37.

If You don't believe me - try on Win98SE DS with 8 addbot commands in podbot.cfg (with all parameters to see if allways the same bots are added). And after do the test like me (pause 3) :

1. autoaddremove is 1 and min/max bots are not specified (commented out)
2. autoaddremove is 1 and min/max bots are specified (uncommented min 0 max 8 )
3. autoaddremove is 0 and min/max bots are not specified (commented out)
4. autoaddremove is 0 and min/max bots are specified (uncommented min 0 max 8 )

Quote:

Originally Posted by sPlOrYgOn
you can just go there and face the other way and USE the door and the door will open :D

Did You try to force bot to do this? I don't know if I have put a flag "use_button" near this door or not...

I just tested on LISTENSERVER - the behavior was different.

1. autoaddremove is 1 and min/max bots are not specified (commented out)

There are added these bots I specified by addbot commands in podbot.cfg and some other bots (until completly filling server , but I didn't use fillserver) - in this case (now all tests on listenserver) they don't ignore my minbotskill parameter. After reaching maxplayers - message - "Max players reached. Can't create bot" and still wants to create new bot and still this message...

2. autoaddremove is 1 and min/max bots are specified (uncommented min 0 max 8 )

There were added 7 bots (these I specified by addbot commands in podbot.cfg), but I don't know why that one was not added (8 llines addbot) - maybe there was one bot more - [P*D]KWo (200) http://forums.bots-united.com/images/icons/icon8.gif

3. autoaddremove is 0 and min/max bots are not specified (commented out)

In this case all addbot commands were interpreted correctly and I saw 8 bots added to correct teams (exactly like I specified in addbot commands in my podbot.cfg )

4. autoaddremove is 0 and min/max bots are specified (uncommented min 0 max 8 )

With addbot commands from podbot.cfg all was OK like in point 3.

All test passed with these lines in podbot.cfg :

as avariable:
min_bots 0 (commented or not commented)
max_bots 8 (commented or not commented)
autoaddremove 1 or 0

As not changed during tests

wptfolder wptdefault
detailnames on
pause 3
#botchat off
#jasonmode on
minbotskill 80
maxbotskill 100
inhumanturns off
botsfollowuser 5
maxweaponpickup 10
collectexperience on
shootthruwalls on
timer_sound 0.5
timer_pickup 0.3
timer_grenade 0.5
usespeech off
botvotekick on
botspray on
danger_factor 800
bot_aim_fix 0
addbot 100 0 2 1 Ryback
addbot 100 0 1 1 Roger
addbot 100 1 2 2 James_Bond
addbot 100 1 1 2 Szakal
addbot 100 2 2 3 Rambo
addbot 100 2 1 3 Android
addbot 100 0 2 4 Luis
addbot 100 0 1 4 Ivan
bind "=" "podbotmenu"

@sPlOrYgOn - if You don't believe me - You can try all these tests at Your computer. I wrote exactly the procedures of tests and my podbot.cfg file I used. I'm sure about all I described here and the post previous. If You need more info - ask. :)

BTW - this is another monster thread at this forum...:D

sPlOrYgOn 07-06-2004 02:25

Re: Release #2!
 
okay...
whatever problems you had with autoaddremove and min/max_bots should now be gone...
http://www.mapzap.org/podbot/podbotBETA.zip

also about cs_bigbrother_beta1...
i didn't say a bot opened the door from wrong side...
look...
goto the side that you cannot open the door..
then face away from the door so that it's as if you barely walked in the door and you're looking inside the house...
"USE" the door but don't face the door..
and the door will magicly open from inside the house...

KWo 07-06-2004 02:33

Re: Release #2!
 
I know how I have to open this door. My problem is how to make WPs for bots, to force THEM to open this door from outside...I don't know if I have put there near this door the use_button flag.
This new dll I'll try to test morning (now in my country it's 2:32 AM and I have to go to sleep - I'm tired...http://forums.bots-united.com/images/icons/icon9.gif )
Look once again at light switch-buttons (these switch need to be "used" - but bots after using them get stuck...).
Do You have a map cs_house? There are many switches for light...

Asurmen 07-06-2004 05:21

Update on Beta DLL...
 
@sPlOrYgOn

I found another rather interesting issue with your DLL. Has the bot ladder code been altered at all with this current beta build? Bots particularly are having trouble somestimes like on de_train at the second bomb site location will go up the ladder to the left get to the top and stop. They will not continue on after getting to the top of the later. Seems like they know how to get up the ladder and stop at the top. Is this a possible waypoint issue and not with the ladder code? Thanx

Until next time...Cheers!

Update: Your latest updated DLL is working great! No ladder issues so far :) I kow it's a waypoint issue :P

sPlOrYgOn 07-06-2004 05:22

Re: Release #2!
 
i haven't changed the ladder code in this beta...
it is completely untouched..

KWo 07-06-2004 09:55

Re: Update on Beta DLL...
 
Quote:

Originally Posted by Asurmen
Bots particularly are having trouble somestimes like on de_train at the second bomb site location will go up the ladder to the left get to the top and stop. They will not continue on after getting to the top of the later. Seems like they know how to get up the ladder and stop at the top. Is this a possible waypoint issue and not with the ladder code?

http://forums.bots-united.com/showthread.php?t=1736

Why the people don't read the forum first?

Huntkillaz 07-06-2004 10:01

Re: Release #2!
 
minor wp colour changes:

goal ==purple
normal==darker green (easier to see i hope)
incomin path ==teal (brown wasn't standing out)

Code:

if (paths[i]->flags & W_FL_GOAL)
                            WaypointDrawBeam (start, end, 30, 128, 0, 255);
 
                        else if (paths[i]->flags & W_FL_LADDER)
                            WaypointDrawBeam (start, end, 30, 255, 0, 255);
 
                        else if (paths[i]->flags & W_FL_RESCUE)
                            WaypointDrawBeam (start, end, 30, 255, 255, 255);
 
                        else if (paths[i]->flags & W_FL_CAMP)
                        {
                            if (paths[i]->flags & W_FL_TERRORIST)
                                  WaypointDrawBeam (start, end, 30, 255, 160, 160);
                            else if (paths[i]->flags & W_FL_COUNTER)
                                  WaypointDrawBeam (start, end, 30, 255, 160, 255);
                            else
                                  WaypointDrawBeam (start, end, 30, 0, 255, 255);
                        }
 
                        else
                        {
                            if (paths[i]->flags & W_FL_TERRORIST)
                                  WaypointDrawBeam (start, end, 30, 255, 0, 0);
                            else if (paths[i]->flags & W_FL_COUNTER)
                                  WaypointDrawBeam (start, end, 30, 0, 0, 255);
                            else
                                  WaypointDrawBeam (start, end, 30, 0, 225, 0);
                        }
 
                        if (g_bShowWpFlags)
                        {
                            if (paths[i]->flags & W_FL_NOHOSTAGE)
                            {
                                  WaypointDrawBeam (end + Vector (-8, 0, 0), end + Vector (8, 0, 0), 30, 255, 0, 0);
                                  WaypointDrawBeam (end + Vector (0, -8, 0), end + Vector (0, 8, 0), 30, 255, 0, 0);
                            }
 
                            if (paths[i]->flags & W_FL_USE_BUTTON)
                            {
                                  WaypointDrawBeam (end + Vector (-8, 0, -3), end + Vector (8, 0, -3), 30, 0, 255, 0);
                                  WaypointDrawBeam (end + Vector (0, -8, -3), end + Vector (0, 8, -3), 30, 0, 255, 0);
                            }
                        }
                  }
          }
    }
 
 ------
          if (p->flags & W_FL_CAMP)
          {
                  if (p->flags & W_FL_CROUCH)
                        start = p->origin - Vector (0, 0, 17) + Vector (0, 0, 34);
                  else
                        start = p->origin - Vector (0, 0, 34) + Vector (0, 0, 68);
 
                  MAKE_VECTORS (Vector (p->fcampstartx, p->fcampstarty, 0));
                  end = p->origin + gpGlobals->v_forward * 500;
                  WaypointDrawBeam (start, end, 30, 255, 0, 0);
 
                  MAKE_VECTORS (Vector (p->fcampendx, p->fcampendy, 0));
                  end = p->origin + gpGlobals->v_forward * 500;
                  WaypointDrawBeam (start, end, 30, 255, 0, 0);
          }
 
          for (i = 0; i < MAX_PATH_INDEX; i++)
          {
                  if (p->index[i] != -1)
                  {
                        if (p->connectflag[i] & C_FL_JUMP)
                            WaypointDrawBeam (p->origin, paths[p->index[i]]->origin, 10, 255, 0, 0);
 
                        // If 2-way connection draw a yellow line to this index's waypoint
                        else if (ConnectedToWaypoint (p->index[i], p->iPathNumber))
                            WaypointDrawBeam (p->origin, paths[p->index[i]]->origin, 10, 255, 255, 0);
 
                        // draw a white line to this index's waypoint
                        else
                            WaypointDrawBeam (p->origin, paths[p->index[i]]->origin, 10, 250, 250, 250);
                  }
          }
 
          // now look for one-way incoming connections
          for (i = 0; i < g_iNumWaypoints; i++)
                  if (ConnectedToWaypoint (paths[i]->iPathNumber, p->iPathNumber)
                          && !ConnectedToWaypoint (p->iPathNumber, paths[i]->iPathNumber))
                    WaypointDrawBeam (p->origin, paths[i]->origin, 10, 0, 166, 166);


KWo 07-06-2004 11:27

Re: Release #2!
 
4 Attachment(s)
Quote:

Originally Posted by sPlOrYgOn
okay...
whatever problems you had with autoaddremove and min/max_bots should now be gone...

Look at my screenshots of DS console - the same order of tests like before
1. autoaddremove 1 no min/max bots specified
2. autoaddremove 1 minbots 0 maxbots 8
3. autoaddremove 0 no min/max bots specified
4. autoaddremove 0 minbots 0 maxbots 8

For me - fixed is only this - I don't see now this neverending message "Max players reached . Can't creating bot" - this is realy fixed.
About these bots ignoring completly my minbotskill parameter - they are added during "pause 3" (so this pause is not working, too...), before reading the file completly (the minbotskill parameter I have in my podbot.cfg after min/maxbots and after autoaddremove).

When You set autoaddremove 1 - try to use pb removbots - yes this command is working, but after 0.1 second Your dll starts filling automaticaly the server by bots (until maxplayers or maxbots - if this is specified - is reached). :'(
If min/max bots are not specified and autoaddremove is 1 - the server is filled by bots until reaching maxplayers. So how to connect player to this server? ;)
Look at attachements. Tests was made on CS1.5 DS.
Try in my way - You will save a time. Try first on DS with my podbot.cfg. Addbot commands I have at the end of this file, man/max bots autoaddremove after "pause 3" and before "#botchat off " - standard configuration of podbot.cfg file - only this new Your parameter added after maxbots.

BTW - You didn't answer me how to create WPs and maybe "use_button" flag to force bots to open this door (cs_bigbrother_beta1) if bot is outside - normal opening door side (not this "magical")? This should be simple.;)

Asurmen 07-06-2004 11:48

Lol...
 
@Kwo,

I saw that it just didn't ring a bell. I thought it was one or the other. So thanx for bringing that to my attention again 8)

Until next time...Cheers!

biohazerd87 07-06-2004 19:08

Re: Release #2!
 
Hey Splor I don't want to pester you but have you found a way to fix the problem when bots won't use their weapons in scoutzknivez?

sPlOrYgOn 08-06-2004 01:06

Re: Release #2!
 
KWo there are no bugs..
everything you said is working just like how it should..
bots will keep joining if autoaddremove is on.. if you don't want that then TURN IT OFF..
IF you do NOT specifiy min/max_bots min_bots will default to ZERO and max_bots will default to 32 making bots keep joining until bots reach max players..
the only problem i saw was the inifinite MAX PLAYERS messages..
which of course is fixed now...
and no I never said that i could get the bots to open that door..
and pause DOES work...

[edit]
biohazard sorry but I don't have a way to do it unless I saved an array of all the weapons the bot has along with the amount of bullets in the clip..
because the only way to check how many bullets are in the gun's current clip is to switch to it..
I know.. thats how humans see how much they have in the other gun but right now the code looks like a mess to me..
I can't even get the bots to not move while fighting...
I set the move speeds to zero in BotDoAttackMovement but appearently not all the fighting movement code is there..
[/edit]

biohazerd87 08-06-2004 02:48

Re: Release #2!
 
Ok I understand

KWo 08-06-2004 05:00

Re: Release #2!
 
Quote:

Originally Posted by sPlOrYgOn
KWo there are no bugs..
everything you said is working just like how it should..
bots will keep joining if autoaddremove is on.. if you don't want that then TURN IT OFF..
IF you do NOT specifiy min/max_bots min_bots will default to ZERO and max_bots will default to 32 making bots keep joining until bots reach max players..
the only problem i saw was the inifinite MAX PLAYERS messages..
which of course is fixed now...
and no I never said that i could get the bots to open that door..
and pause DOES work...

OK - so for You it's OK when You write commands pb removebots they auto-rejoin instantly if Your cvar is on? This cvar should only prevent the situation if somebody doesn't want to autoremove bot if player is joining or autadd it if player is leaving a game. Now You changed totally the specification - so it can't be working the same like PB2.5 only with some improvement (like PMB wanted)...
And this ignoring minbotskill - have You tryied my test with my podbot.cfg at dedicated server?

sPlOrYgOn 08-06-2004 05:05

Re: Release #2!
 
yes i tested your podbot.cfg and not it didn't ignore my minbotskill...
maybe you just specified a skill below your minbotskill..
and guess what... PMB isn't the one who is coding for the bot right now...
and I've already said I don't have the same plans as PMB..
if I did I would have left them with aimbots..

do you want it only when people join or leave?
because I find that unreliable..
it ends up making less bots than you wanted..

[edit]
I just deicided to do it how KWo wants it..
[/edit]

Huntkillaz 08-06-2004 05:37

Re: Release #2!
 
Quote:

Originally Posted by sPlOrYgOn
yes i tested your podbot.cfg and not it didn't ignore my minbotskill...
maybe you just specified a skill below your minbotskill..
and guess what... PMB isn't the one who is coding for the bot right now...
and I've already said I don't have the same plans as PMB..
if I did I would have left them with aimbots..

do you want it only when people join or leave?
because I find that unreliable..
it ends up making less bots than you wanted..

[edit]
I just deicided to do it how KWo wants it..
[/edit]

lol...was wondering if u can send me a beta with those new wp colours so i could check it out...i dun have compiler... (does anyone know any that's good with TextPad(tm) )

sPlOrYgOn 08-06-2004 05:43

Re: Release #2!
 
uh...
yea...
waypoint colors...

does anyone object to his changes?

btw you've also made T pure red and CT pure blue..
also.. goal WAS purple.. now you trying to make it a blueish purple..
and you didn't change the normal colors at all...
the pure red T waypoint conflicts with the pure red camp start/end directions...
and the "teal" incoming path is actually a darkish yellow..

Huntkillaz 08-06-2004 06:11

Re: Release #2!
 
Quote:

Originally Posted by sPlOrYgOn
uh...
yea...
waypoint colors...

does anyone object to his changes?btw you've also made T pure red and CT pure blue..
also.. goal WAS purple.. now you trying to make it a blueish purple..
and you didn't change the normal colors at all...
the pure red T waypoint conflicts with the pure red camp start/end directions...
and the "teal" incoming path is actually a darkish yellow..

??? okay....i thought colours was RGB so i used ms paint to get the colour ???:( ???

also make the normal green a bit darker

sPlOrYgOn 08-06-2004 07:30

Re: Release #2!
 
oops I'm sorry it is teal..
yea I think I agree with some of these changes..
but some waypointers might be too used to the old colors..
[edit]
I'll upload a beta with these color changes and you waypointers can see if you like them or not..
[/edit]

KWo 08-06-2004 09:58

Re: Release #2!
 
Quote:

Originally Posted by sPlOrYgOn
yes i tested your podbot.cfg and not it didn't ignore my minbotskill...

Did You tryied this like me - first at dedicated server.

When You look carefuly at these attachements I placed before, You can see some bots with skill less than 80, but in my addbot commands I didn't add any bot with skill less than 100. The bots joined with different skill were these , joining during executing pause 3 command. After was executed next part of podbot.cfg (with min and maxbotskill) - so because of this the bots ignored that parameters. Try on dedicated winows server. On listenserver thi is working a little bit in different way.

Quote:

Originally Posted by sPlOrYgOn
PMB isn't the one who is coding for the bot right now...
and I've already said I don't have the same plans as PMB..
if I did I would have left them with aimbots..

Sounds rude - You don't have a respect to him? Maybe simply ask him and other people first if you want to change something. Look - there is a subforum - ideas. Any opinion for add or change something in bot was written first at this subforum. After people , SF and PMB decide what give to the bot and in which order. OK - now You are a leader during coding, but don't forget about us , poor users...

Quote:

Originally Posted by sPlOrYgOn
do you want it only when people join or leave?
because I find that unreliable..
it ends up making less bots than you wanted..

Look - until now when player was connected one bot was automaticaly kicked and if one player left the game, on bot was connected back.
The intention - I could fill in some post at forum of some user (I don't know exactly how was there) - was disable this or enable by some cvar.
Now You add cvar, but if this cvar is on, than this variable is working like permanent pb fillserver, because even if you do pb removebots, they go back, so You can't simply freeing place for players.
Min_bots and max_bots were implemented to work with pb fillserver command, but not for defining how many bots have to be at start of the server. In Your way min_bots doesn't work totaly if Your cvar is set to 1. Allways bots go back, so You can't leave for example 2 bots on the server after using pb removebots if You put minbots 2 - this can't work now if Your cvar is 1. So defining max_bots and autoaddremove can't replace pb fillserver. These variables (min/maxbots) should only define the possible number of slots used by bots , but they should not define how many bots should be at game start (like fillserver). If You put 4 lines addbot in Your podbot.cfg - than regardless of Your cvar to the game should enter only 4 bots and they have to stay there until
a) autoaddremove 1 - player is connected - one bot is left, player is diconnected - one bot go back to the game.
b) autoaddremove 0 - player is connected or disconnected - still You have 4 bots in the game.
If You add some bot manually or by fillsever (many bots) - the behavior of bots should be the same :
a) autoaddremove 1 - player connect bot leave the game, player leave the game - bot connect back
b) autoaddremove 0 - player connect or disconect - still the same number of bots like befor player conect/leaving.
In this case You have the compatibility with old version (cvar 0 ) or You have some future (cvar 1 ) - bots stay in the game.

But I'm not a specialist to say You - You have to do in this way - ask Austin - he is the bigest specialist of botservers - he can explain You much mbetter the problem of compatibility his servers with Your new specification.

Quote:

Originally Posted by sPlOrYgOn
I just deicided to do it how KWo wants it..

No - You don't need do what I want - who am I to say You "do in this way"? What I want is only this - ask first to the people what do THEY want?
I know - for You changing something in the functionality of this bot it's a good way for You to learn something about bots. But please , don't forget about us poor users...;)
Don't get this to Your-self - plaese , don't change too fast some functions because after on some servers this can make some unwanted troubles...
In this topic we are talking about the best way for You is ask to Austin...

Huntkillaz 08-06-2004 23:45

Re: Release #2!
 
Quote:

Originally Posted by Huntkillaz
??? okay....i thought colours was RGB so i used ms paint to get the colour ???:( ???

also make the normal green a bit darker

no ladder and goal WERE the same ....(pink according to ms paint) pruple is

purple: if (paths[i]->flags & W_FL_GOAL)
WaypointDrawBeam (start, end, 30, 128, 0, 255);

Pink: else if (paths[i]->flags & W_FL_LADDER)
WaypointDrawBeam (start, end, 30, 255, 0, 255);

old green :WaypointDrawBeam (start, end, 30, 0, 255, 0);
darker green :WaypointDrawBeam (start, end, 30, 0, 225, 0);

orange for campsbeams WaypointDrawBeam (start, end, 30, 255, 128 0);


ps: something's wrong with file base...it goes to initalising filebase then stops..could u load it here instead

Huntkillaz 09-06-2004 00:21

Re: Release #2!
 
Quote:

Originally Posted by sPlOrYgOn
okay...
whatever problems you had with autoaddremove and min/max_bots should now be gone...
http://www.mapzap.org/podbot/podbotBETA.zip

also about cs_bigbrother_beta1...
i didn't say a bot opened the door from wrong side...
look...
goto the side that you cannot open the door..
then face away from the door so that it's as if you barely walked in the door and you're looking inside the house...
"USE" the door but don't face the door..
and the door will magicly open from inside the house...

this dll is bugged ...if u remove bots from server they new bots auto join back in....therefore u cannot have an empty server...bad for wping

sPlOrYgOn 09-06-2004 01:19

Re: Release #2!
 
no KWo...
min_bots DOES work...
min_bots is the minimum number of bots that have to be in the server..
it will stop kicking bots as soon as it reaches min_bots..
exactly like how it supposed to work..

and the most likely reason why a bot with a skill lower than 80 was added was because you have a pause there..
that bot was probably added before the minbotskill from the cfg was taken in...
and no.. I haven't forgot about you "poor users"...
KWo if you want it like 2.5 just like how PMB wanted it you can switch back to R1..
I don't mean to be rude to PMB or anyone.. I just want to make this bot better and more human like because I've always wanted to play with more humanlike bots..
then you say "Then get the official CS bots"..
but I don't want to pay for a human like bot..

HuntaKillaz the old green and new green are the same...
you didn't change anything..

Huntkillaz 09-06-2004 01:26

Re: Release #2!
 
hmm thought 225 would have made a diff over 255

try do 200 instead with 25 blue

sPlOrYgOn 09-06-2004 01:30

Re: Release #2!
 
no I'd say 128 :D
well you shouldn't really listen to my color judgement..
I am partially color blind..

Huntkillaz 09-06-2004 01:34

Re: Release #2!
 
i had thought about dark green the remembered the dark maps..where u can't see much the tone down is coz some really bright maps...greens is far to bright ....


" I am partially color blind.."

really 8o

Huntkillaz 09-06-2004 03:21

Re: Release #2!
 
edited: sorry i as in rush to post so didn't finish

next minor thing .... needed to fix:
Code:

  // A* returned failure
    if (path == NULL)
        UTIL_HostPrint ("Waypoint Problem! No path found!\n");
 
    // otherwise, we had a successful search
    return (path);
  }

need to show which node the error is at for this and to stop it displaying over n over...
-----------------------------------------

sPlOrYgOn 09-06-2004 04:08

Re: Release #2!
 
how can that show which node it's at?
won't it just make the bots goto a deadend path?
I think it should print the iIndex of the path along with the failure message...
also you can edit...

Huntkillaz 09-06-2004 08:14

Re: Release #2!
 
hmm....do that later..

okay since there is no use of having aset camp flag since the start and ends arn't initalised after

better off delteing and making a new camp so lets change it:

Code:

                            else if (FStrEq (arg1, "7"))
                                  WaypointChangeFlag (W_FL_CAMP, FLAG_TOGGLE);
                            else if (FStrEq (arg1, "8"))
                                  WaypointChangeFlag (W_FL_NOHOSTAGE, FLAG_TOGGLE);
                            else if (FStrEq (arg1, "9"))
 
 --to---
                            else if (FStrEq (arg1, "7")){
                                  WaypointChangeFlag (W_FL_TERRORIST, FLAG_CLEAR);
                                  WaypointChangeFlag (W_FL_COUNTER, FLAG_CLEAR);
                                }
                            else if (FStrEq (arg1, "8"))
                                  WaypointChangeFlag (W_FL_NOHOSTAGE, FLAG_TOGGLE);
                            else if (FStrEq (arg1, "9"))

and move it up to 4th place instead

u'll also have to remove the team specific menuselect 3 code thats anywhere else since u won't need it anymore

sPlOrYgOn 09-06-2004 08:25

Re: Release #2!
 
you say camp waypoints orange..
but you need to tell me 3 diff colors of camp waypoints because the camp waypoint has a different color for CT only, T only, and both..
and that suggestion to remove the camp flag toggler...
maybe we should have it set the camp start when you toggle the normal waypoint to a camp waypoint..


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