Re: YaPB2 Updates
Thank you so much for the update , Jeefo
There are problems too, hope it can be fixed 1.the bot can't aim correctly if they get hit ,maybe when get hits (at a far distance),it makes him aim wrong , you can easily see sometimes two bots shooting each others (for long time ,about 20 seconds) but no one get kill,maybe they get hurt each others and both aim wrong ,while human can kill them easily in that case 2. there is also a problem with defusing the c4 while being shooted, if the bot get hit in defusing C4, he cancel defusing and return fire,after killing the enemy (or enemy disappear) he get back to defuse C4 From now he can't defuse it ,he just start defusing than cancel, then start, and cancel again ... ( i encounter these problems on all version of yapb ,include latest version (v2.7.1.4323)) Thanks again |
Re: YaPB2 Updates
Hi! First one is known, and I have no idea why.
The second will be fixed next week. Thank you for report!) |
Re: YaPB2 Updates
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L 12/13/2015 - 12:43:41: Server cvar "yb_quota" = "0" |
Re: YaPB2 Updates
it is possible to make that bots shot at the breaking walls and other subjects automatically as realbot when it in a visibility range?
shoot_breakable 1-0 |
Re: YaPB2 Updates
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dl: https://yapb.jeefo.net/drop/yapb/4348_git152/ |
Re: YaPB2 Updates
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Re: YaPB2 Updates
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Just a note: Xash3D engine compatibility is now fixed. try: https://yapb.jeefo.net/drop/yapb/4348_git152/ |
Re: YaPB2 Updates
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I tried using rcon "yb_autovacate 1" but it instantly goes back to 0 |
Re: YaPB2 Updates
on the android there is no working cs1.3 xash with metamod version
only Port CSDM mod under Xash3d for Android OS written from scratch http://4pda.ru/forum/index.php?showtopic=700747 |
Re: YaPB2 Updates
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I guess we can solve the 1st problem by making the bot move to change their position - then reaim after get hit Because in my experience, it seems that the 1st problem only happens when the bots crouch or stand still while shooting, it seems that they never move after the 1st problem happens (unless they follow the radio command ,or task) Thus moving after get hit would make them harder to get hits * I don't know about coding - but in my experience ,when this problem happens (they keeps shooting but i don't get hit), i tried hiding and appears again ,that issue would be gone (they can aim correct again,like they "reset" the aiming system) so i guess this method would work Quote:
if it is what he means , i think it's better if we make it togglable because there are some func_breakable entities that cannot be able to break- no matter how many times we shoot them (if set to Material Type "7" or flags "1" ) https://developer.valvesoftware.com/...urce_Engine%29 -If we set the flags to "1" ,zbot (cs condition zero bot) would know it is unbreakable and they never shoot it -However,if the flags not "1",but Material Type is "7" they will keep shooting at it if they want to go through, while it is unbreakable (zbot don't understand that Material Type "7" entities is unbreakable) -The same problem happens if flags not "1" but the health of breakble entity is too large Sothat i always set the breakable entity that i want the bot go through become "break when touch" (flags 2),and change all breakable entities that has Material Type "7". not sure about yapb behavior when encounter breakable entity (because i always set it become "break when touch" as i said above,they would go through breakable entity without having to shoot it) Just my idea Sorry for my bad english |
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