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"LINK_ENTITY_TO_FUNC" Help
Hey everyone,
Im working on basic bots for a hl1 mod, using botmans framework, I've got the LINK_ENTITY_TO_FUNC's (62 of them), but i cant find where im supposed to input them into the frame so i can get a working basic bot going, can someone help me with this? Much appreciated, - Mike. |
Re: "LINK_ENTITY_TO_FUNC" Help
It's been a while, but if I remember correctly they go in linkfunc.cpp.
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Re: "LINK_ENTITY_TO_FUNC" Help
-_- I feel like a spastic, thanks alot lazy, but it feels as if somethings been left out, i dont have the source code, but i know i have to edit the new liblist to use the HP_BOT.dll, is there something('s) im missing out?
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Re: "LINK_ENTITY_TO_FUNC" Help
After you are 100% sure that the linkfunc.cpp is updated correctly you must modify the h_export.cpp to make it to load the MOD .dll file that you want(this will make the bots to join in game but it will be very basic and if in this mod must be selected a team or class or both you must update the bot_start.cpp). After that to make HPB to fully support the MOD that you want you must modify a lot of things. Better read the botman readme text document that come with the HPB bot source.
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Re: "LINK_ENTITY_TO_FUNC" Help
I cant find what im supposed to edit in the h_export.cpp =/
But in the bot_start.cpp ive re-edited the following code, and its found 5 errors, it originally found 12 errors altohugh i found and fixed 7, but i cant find the remaining 5, if anyone can help heres the code: " else if ((mod_id == FP_DLL) { // handle Final Power stuff here... if (pBot->start_action == MSG_FP_TEAM_SELECT) { pBot->start_action = MSG_FP_IDLE; // switch back to idle if ((pBot->bot_team != 1) && (pBot->bot_team != 2)) pBot->bot_team = -1; if (pBot->bot_team == -1) pBot->bot_team = RANDOM_LONG(1, 2); // select the team the bot wishes to join... if (pBot->bot_team == 1) strcpy(c_team, "Z-Fighter"); else if (pBot->bot_team == 2) strcpy(c_team, "Evil Guys"); FakeClientCommand(pEdict, "jointeam", c_team, NULL); return; } if (pBot->start_action == MSG_FP_CLASS_SELECT) { pBot->start_action = MSG_FP_IDLE; // switch back to idle if ((pBot->bot_class < 0) || (pBot->bot_class > 7)) pBot->bot_class = -1; if (pBot->bot_class == -1) pBot->bot_class = RANDOM_LONG(1, 7); // select the class the bot wishes to use... if (pBot->bot_class == 1) strcpy(c_class, "Goku"); else if (pBot->bot_class == 2) strcpy(c_class, "Gohan"); else if (pBot->bot_class == 3) strcpy(c_class, "Goten"); else if (pBot->bot_class == 4) strcpy(c_class, "Vegeta"); else if (pBot->bot_class == 5) strcpy(c_class, "Brolly"); else if (pBot->bot_class == 6) strcpy(c_class, "Buu"); FakeClientCommand(pEdict, "selectchar", c_class, NULL); // bot has now joined the game (doesn't need to be started) pBot->not_started = 0; return; }" |
Re: "LINK_ENTITY_TO_FUNC" Help
In bot.cpp find this code lines :
Code:
if (mod_id == TFC_DLL) Code:
else if (mod_id == FP_DLL) Code:
if (mod_id == TFC_DLL) Code:
else if (mod_id == FP_DLL) |
Re: "LINK_ENTITY_TO_FUNC" Help
Wow thats got rid of the errors and it builds fine now thanks, i just have to try it and see if it works ingame, thanks alot for your help =)
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Re: "LINK_ENTITY_TO_FUNC" Help
Np man. ;) Post here the result. :) It will be good if you tell me whatt is the mod that you try to add a bot support?
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Re: "LINK_ENTITY_TO_FUNC" Help
Hmmm, it gives some error with fopen.c and the bots dont spawn =/
The mod is for FinalPower, its not released public yet, but thats whats being added for, how can the fopen.c be fixed? |
Re: "LINK_ENTITY_TO_FUNC" Help
What is this fopen.c ? When the mod is released I will add a basic bot support for it if you want?
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