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-   -   How can I make my bots CS 1.6 compatible? (http://forums.bots-united.com/showthread.php?t=196)

3ffect0R 04-01-2004 11:49

How can I make my bots CS 1.6 compatible?
 
Sorry for my bad English (I'm german :) )
I want to make my bots CS 1.6 compatible. When I will start the game and add a bot, the game crashes, why? I'm using Botmans source and I added alwas some thing like buying and planting the bomb. Can you help me?

Pierre-Marie Baty 04-01-2004 15:27

Re: How can I make my bots CS 1.6 compatible?
 
you must first get rid of the FL_FAKECLIENT flag everywhere you find it, because now it's the official CS bots which will use it and CS will screw the two bot codes (yours and the official bot's) if you use this flag too.

This flag is only a convenient way for the bot coders to be able to tell quickly whether a player's edict_t is a bot or not.

You must figure out another way to "flag" your bots. Either keep track of them internally in your own structure, like I do now with RACC, or define a new flag for them, using a bit that is not used yet, like the 27th bit.

#define FL_THIRDPARTYBOT (1 << 27)

There will be other minor changes to make, but do this first, test it out and come back to post your other problems after that.

3ffect0R 04-01-2004 17:24

Re: How can I make my bots CS 1.6 compatible?
 
Thanks a bit :), I'll test it :)

3ffect0R 04-01-2004 18:33

Re: How can I make my bots CS 1.6 compatible?
 
ok, fine
everything works.
Now another question.
How can I make my bots faster. They need 5minutes to find the next Waypoint I tried everything, but nothing works.
And they buy the Galil and Famas, but they won't use them, why?!?!? :'(

Pierre-Marie Baty 05-01-2004 00:15

Re: How can I make my bots CS 1.6 compatible?
 
We don't know the waypoint code you use for your bots, so nobody but you can tell... unless you describe your problem with more accuracy :)

And for the weapons, I suppose they either don't recognize the weapon they've got in hand, or they don't know which ammo is associated to it (sounds most plausible to me). Assuming you use botman's code, have you added the right lines in the weapons and weapon delay arrays at the top of bot_combat.cpp ?

Rick 05-01-2004 00:22

Re: How can I make my bots CS 1.6 compatible?
 
hmm do they move to slow ? (slower then maxspeed)
and remember that botman's template has no working pathfinding code

3ffect0R 05-01-2004 21:12

K guys :)
I made it. I change the algorythm (i dont know how to write :D) ant they move VERY faster :) The problem with the new guns is fixed, too :)
But, can someone say me the link-funcs for HLPB (half life painball mod) ??

Pierre-Marie Baty 05-01-2004 21:34

Re: How can I make my bots CS 1.6 compatible?
 
Use botman's "export.exe" utility to display the exported entities out of a game DLL ; or even better, use Cheeseh's version which outputs directly C code you can copy'n'paste in your bot source files. Ask Cheeseh directly when he comes around, because I don't have an URL for this one :)

Rick 05-01-2004 22:08

Re: How can I make my bots CS 1.6 compatible?
 
or use this neat program made by ZacK

Click me

3ffect0R 11-01-2004 08:08

Re: How can I make my bots CS 1.6 compatible?
 
thank you guys, you're the best :)


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