PB Possibly for HL2
"well what did huntakillaz (yes huntakillaz -- was a registering mistake)
come up with now" :( since hl2 is round the corner, i was thinkin that when (if it's possible and they still allow 3rd 'partying' bots ) pb gets ported to hl2 that a few things should change... so suggestions will be made in this thread... first i think will be the pb nav system...... if pmb allows it maybe we could use his racc bot one :D but i like the current one though it needs to be tweaked.... wp's r nice but since pbmm tries to maintian backwards compatibility hoepfully if\when pb gets ported we could ditch the old in favour 4 something new n better... i find waypointing an art....u see the glory of it when u see the bots play =) so things needed in the waypoint system: 1)forced pathwaypoints: the ability to make the bot follow a path through a set of waypoints what do i mean? okay currently we have this situation where bots can go a-->b from a<---b--->c forced path means that bots will do the following when the reach a they choose (as they do now for any wp) but the thing here is if they choose the forced path they have to commit to it so: from z<----a---->b where z is a non forced path and b is forced bot commits to goto b from b--->c---->d--->e it must follow through the waypoints (u say this can be done with 1 way connections...yes it can but wait there's more) when it reaches e it get the option to choose once again: b<----c<----d<----e--->f where f is non forced n (b,c,d) is forced this insures the can go back n fourth between sets but are commited to going through the entire set b4 the can choose what to do again... uses: places like de_bridge underwater tunnel make em get through without dying in there..... any other ides?: |
Re: PB Possibly for HL2
well I would rather work on the United Bot than try to convert this mess to hl2 :D
if we do try to convert pb to hl2.. We'll probably need dynamic waypoints... since the floors can move and all... and we'll need to add vehicle handling code.. |
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