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hpb template 4 metamod & cleaned
download hpb template 4 converted to metamod & cleaned from http://dubb-coding.8bit.co.uk/botman_template_4_mm.7z :D .
"you might need to download 7-zip from http://www.7-zip.org to decompress the archive". |
Re: hpb template 4 metamod & cleaned
What do you mean by "cleaned" ? Were there bugs ?
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Re: hpb template 4 metamod & cleaned
wow , great job dude !
By the way , there are severe bug , you should reset the msec stuff every round ( I advised you to do so ) And this is an old bug of HPB_template in bot_navigate.cpp the function BotChangePitch pEdict->v.v_angle.x = current; We have to add this line below the above line else the pitch angle we set wont have any use pEdict->v.angles.x = pEdict->v.v_angle.x / 3; |
Re: hpb template 4 metamod & cleaned
just take a look no extern vars every where now all defined in bot.h it`s so much more readable enjoy ;).
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Re: hpb template 4 metamod & cleaned
added a couple of fixes thanks to rifleman & cleaned a little bit more.
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Re: hpb template 4 metamod & cleaned
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Re: hpb template 4 metamod & cleaned
hmm, you'd better call this your own template, and not the "HPB template" anymore. This because botman did not want his bot to support Counter-Strike, and the msec problem you're talking about affects Counter-Strike (and thus round-based games) only.
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It's nice that you care about CS players, though, but I think you should fork from the official HPB template and call this another name instead. |
Re: hpb template 4 metamod & cleaned
actually there's no need to reset the msec value every round at all, but if you defined the msec as global variable instead of the way the original HPB bot did you need to reset them to zero every map start.
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Re: hpb template 4 metamod & cleaned
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Code:
// make the body face the same way the bot is looking |
Re: hpb template 4 metamod & cleaned
well yes, you are right, it's my fault. I said this because it was really planned to put it there when botman allowed me to update his template but looks like I forgot to do it. And Whistler is right about the msecval too. The global msecval needs to be reset each time a new map starts. But since this is done in StartFrame already, there's no need to do it again in DispatchSpawn.
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