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Re: Half Life 2 Death Match !!!
yes steam mounts both the CS:Source.gcfs and the HL2.gcfs to support HL2DM!
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Re: Half Life 2 Death Match !!!
Heyyo,
BTW, if you activate sv_cheats, you can do that "nav_generate" to create some nav paths for the ai, and then the "npc_create" to create npc's n' stuff.. but so far they don't do anything, I'm guessing cause of the removed ai scripts... now if there's some way to get them in HL2dm you can have a very cheap emulation of bot deathmatch... I just hope those ai scripts ain't in the .gcf files... I'll post later if I find them and implement them into HL2DM. ;) [EDIT] Btw, if you use the "help" command before a command, it gives a small description of that command, it's usefull to help you figure out commands... too bad I can't find commands to generate ai scripts. :P |
Re: Half Life 2 Death Match !!!
i just played hl2 DM and i must say apart for the minor lag (30 ping on servers screen 50-70 ingame) it's awesome, love the grav gun and crossbow :D
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Re: Half Life 2 Death Match !!!
MarD:
the command nav_generate is used for CSBot! Could VALVe possibly add support for HL2DM? I think it's just lazyness on their part. As I said in my above post, the CS:Source gcf is mounted to run the game, and that nav_generate command is in CS:Source as well. HL2's in game AI for monsters (npcs) uses info_nodes to navigate the map. It is kind of similar to the nav files, except thats all they do, tell the npc where they can/cannot navigate in the map. Everything else (hiding spots, combat code, etc.) is in HL2's AI. What you need to do, is place info_nodes around the map on all the walkable surfaces, keeping line of sight between each one, kind of like waypointing. But since, you didn't create the map, you may be able to add these using notepad. Has anyone tried this yet? Otherwise, you'll need an entity editor for source maps, and I don't think there is one yet. Hope this info helps! |
Re: Half Life 2 Death Match !!!
Heyyo,
Hmm, dead_bwoy, you bring up a good point with the nav meshes.... maybe that's why for HL2DM it requires the CS:Source GCF file too, probably bot support, cause the bot by turtlerock's less cpu-intensive than the HL2 AI I bet. I'll try n' dig around n' see if there's console commands for these nodes, I'm guessing no, but hey, ya never know eh? Hmm, now ya got me thinking, I guess the bots couldn't move around cause there was no info nodes, heh, so maybe it does use the HL2 AI script afterall, it's just missing what's required to get the bot to navigate the map... interesting how they diddn't at least try to implement basic movement into the bot with or without these nodes. Btw, there's no bot_add command, so so far, there's only the nav commands... maybe they plan on adding the rest once the CS:Source bot's done eh? |
Re: Half Life 2 Death Match !!!
Oops wrong thread sorry.
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Re: Half Life 2 Death Match !!!
if they put official bots in BOTH CS:Source and HL2DM they KILL the bot community !!!!!!!!!!!!
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Re: Half Life 2 Death Match !!!
Quote:
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Re: Half Life 2 Death Match !!!
Heyyo,
Hmm, from what I've seen the CSbot's pretty good, but lots of people on CZ still prefer good ol' PODbot mm. So I'm sure it wouldn't kill the bot community, cripple the amounts of bots for the official mods yes, but not kill. I'm sure the United Bot you guys are making will be easily better than this official bot. ;) |
Re: Half Life 2 Death Match !!!
MarD:
About AI scripting... I did a little more looking through the entities and found a ton related to the game's AI: The info_nodes will take care of navigation, but the npcs (NOT bots!) may need other entities in order to work properly. It seems HL2's AI is still more like scripting... |
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