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Re: Yay - Bots move to given vector location...
ahh god I'm so ignorant :(
The movement is the SAME !! It's just that EyeAngles returns a angle from 0 to 360 instead of -180 to 180 I think. So my old code works fine now (changed in post)... it works perfectly too, the last one was a bit dodgy |
Re: Yay - Bots move to given vector location...
this is what i use:
Code:
Vector vMoveDir; |
Re: Yay - Bots move to given vector location...
Works a treat doesn't it Stefan ;).
Oh and by the way people I think I've worked out how to get the bots to shoot at enemies, (human or bot). But I need to do some testing first, should have a result by the weekend. |
Re: Yay - Bots move to given vector location...
got that working already :P
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Re: Yay - Bots move to given vector location...
Quote:
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Re: Yay - Bots move to given vector location...
Yeah, but to get the entity list there may be more than one technique, I'm using the edict list.
I guess we'll have a bot build off for a couple of weeks, then work together to produce a kick ass bot, once we know how everything works. Up for it? |
Re: Yay - Bots move to given vector location...
hey stevec, thats what Bots-United is for... to work together on kick-ass bots. Or alteast, at a kick-ass-framework
my snippet: Code:
void BotFindEnemy(bot_t *pBot) my "FInViewCone" function... is a bit of a fuzz. I do not know if it works 100%, here it is. Btw, i did not notice odd behaviour just yet... Code:
bool FInViewCone (Vector vStart, Vector vLookDir, QAngle viewangles) |
Re: Yay - Bots move to given vector location...
OK, I'll help where I can then.
If you want to fix the //EVIL on the maxplayers you can get the max players when the ServerActivate function is called in the plugin part of the code. And I think there is a get FOV function in the CBasePlayer class we can use, but I'll need to check. It will help with FOV when using snipers etc. |
Re: Yay - Bots move to given vector location...
About maxplayers, yes i know, i am just really lazy to fix that ;)
for FOV, i did a quick search in the base class and the player class but did not find anything yet. I did not use "FOV" as keysearch though. :S Perhaps its there, but i think my function works? :) |
Re: Yay - Bots move to given vector location...
I think I found out how to make bots switch weapons. You must pass in the wpnselect field of the usercmd struct the entity index of the weapon to select. It's not a bitfield like I initially thought. However since I have little clue so far on how to peek around entities, I have not been able to test.
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