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Bots not fully spawning in steam servers
Hi Gang, Kind of a newbie here so if this has been asked please forgive me.
I code a Half-Life mod that uses rhobot version 2 built into the mod code. When the mod runs in a won server environment, the bots spawn normally and do their thing. When the mod is run in a steamed server environment, the bots join the game and the names and models appear at the spawn points but the bots are frozen in midair (inches above floor at spawn points) and will neither die nor move etc. I initially thought that it was because the bots have a steam id of "unknown" and so I compiled the mod using the latest valve 2.3 sdk and changed all references of GETPLAYERWONID to GETPLAYERAUTHID, etc. But no change, the bots are still frozen. The only difference in a server with working bots vs. a server with non working bots seems to be valve's "steam". Anyone run into anything like this or have any ideas? |
Re: Bots not fully spawning in steam servers
Does your MOD feature a MOTD display or a menu selection is required for connecting clients ? Make sure your bots receive the menu message and browse it successfully.
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Re: Bots not fully spawning in steam servers
Thank you for your reply Pierre-Marie,
No there is no message of the day or menu(s). Players arive in the game in observer mode, then simply hit the fire button to spawn and play. The bots are at least doing this because they do "appear" in physical form. YOu can shoot them and they bleed. They just cannot die nor move. It has to have something to do with steam, however I cannot figure out what it is. ???:( |
Re: Bots not fully spawning in steam servers
Ah, then that might be because the bot's max speed is incorrectly retrieved.
The fact that bots bleed when you shoot at them means that RunPlayerMove() is called for them each frame. Hence we can guess that the bots call their Think() function successfully. However if in spite of the RunPlayerMove() call the bots still float in mid-air then the movement speeds you pass in RunPlayerMove() must be zero. The movement is still executed, but the bots perform it at speed 0, giving the impression they are stuck and don't think at all. Perhaps Steam changed the way the players' max speeds work. In Counter-Strike for example, this bug occured with the Steam upgrade. Before, with CS 1.5, the max speeds were sent to clients over the network using a network message, now in Steam/CS 1.6 they are just set in the players' edicts at pPlayerEdict->v.maxspeed. That's all I can think of so far... |
Re: Bots not fully spawning in steam servers
I too have the same problem with my server since the two day switch to get it running on Steam!.... Thats the only thing I have left to get fixed!...
Any help would be greatly apreciated!! ;-) Dj_Shawn Nashville DJ's OZ - 69.243.201.34:27015 www.djshawn.com |
Re: Bots not fully spawning in steam servers
try using ClientPutInServer() instead of DispatchSpawn() in the function to create bot.
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Re: Bots not fully spawning in steam servers
Hey Whistler,
I have no idea what your talking about... Do you think you explain just a bit more?... Don't have a clue what your talking about with> ClientPutInServer() instead of DispatchSpawn() in the function to create bot. I and the other guy asking are using Rho-Bot that comes bundled with the OZ DM 3.0 Mod I have tried disabling the OZ bundled Rho-Bots and installing the REAL Rho-Bots and get the same thing......???:( |
Re: Bots not fully spawning in steam servers
this is botman's bot10 source:
Code:
BotClass = GetClassPtr( (CBot *) VARS(BotEnt) ); |
Re: Bots not fully spawning in steam servers
1 Attachment(s)
Okay I've got it, it's because of CBasePlayer::IsBot().
try this one to see if it works (attached). |
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