![]() |
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?
|
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] |
Re: Release #2!
Ok I understand
|
Re: Release #2!
Quote:
And this ignoring minbotskill - have You tryied my test with my podbot.cfg at dedicated server? |
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] |
Re: Release #2!
Quote:
|
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.. |
Re: Release #2!
Quote:
also make the normal green a bit darker |
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] |
Re: Release #2!
Quote:
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:
Quote:
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:
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... |
All times are GMT +2. The time now is 20:13. |
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.