.:: Bots United ::.

.:: Bots United ::. (http://forums.bots-united.com/index.php)
-   (mEAn) Bot.Admin Mod Help (http://forums.bots-united.com/forumdisplay.php?f=29)
-   -   Big problem with the new mEAnMod (http://forums.bots-united.com/showthread.php?t=483)

Pancak3 24-01-2004 20:16

Big problem with the new mEAnMod
 
I got the new mEAnMod and the new realbot, And when i add bots like 5 mins later the mEAnMod Kicks the bots out and adds like 10 ct bots by it self. I tried it without the mEAnMod and it works great.

Perfect Cell 24-01-2004 20:27

Re: Big problem with the new mEAnMod
 
Did you try reading the meanmod's documentation? It's likely you didn't change the m_botmode and m_autobalancebots commands:

Code:

botmode < option >
  Options:
          botvshuman
          humanvshuman
          botswhenoneplayer
          botswhenxplayers <maxplayers>
          botsfillserver
  botvshuman : Bot vs human play is activated and enforced.
  NOTE: Uses m_autobalancebots values to fill server with bots
  and keep the bot to human ratio balanced.
  humanvshuman: Human only play is enabled. All bots are
  automatically removed from server and will never rejoin unless
  manually added by the ServerOp or Admin.
  botswhenxplayers <xplayers>
        Bots will be added to the game based on the <maxbots> setting
        specified with the m_autobalancebots command. When more than "x"
        human players join the server, as specified by <xplayers>, all
        the bots will be kicked out leaving only human players. When no
        human players are in game, the server will be filled with
        <minbots>
        Example:
        minbots = 5
        maxbots = 8
        maxplayers = 4
        Example series:
        0 humans on server, <minbots> = 5 bots on server
        1 human joins, <maxplayers> not exceeded, <maxbots> = 8 bots on server
        2 humans join, <maxplayers> not exceeded, <maxbots> = 8 bots on server
        3 humans join, <maxplayers> not exceeded, <maxbots> = 8 bots on server
        4 humans join, <maxplayers> not exceeded, <maxbots> = 8 bots on server
        5 humans join, <maxplayers> exceeded, 0 bots on server
        6 humans join, <maxplayers> exceeded, 0 bots on server
 
 
  botsfillserver: The server is filled with bots up to <maxbots>.
        As human players join, the bots will reduce by the same number
        of humans that are present until no more bots are present. When
        the server has no human players, the server is filled with
        <minbots>.
        Example:
        minbots = 5
        maxbots = 8
        Example series:
        0 humans on server, <minbots> = 5 bots on server
        1 human joins, <maxbots> - 1 = 7 bots on server
        2 humans join, <maxbots> - 2 = 6 bots on server
        3 humans join, <maxbots> - 3 = 5 bots on server
        4 humans join, <maxbots> - 4 = 4 bots on server
        5 humans join, <maxbots> - 5 = 3 bots on server
        6 humans join, <maxbots> - 6 = 2 bots on server
        7 humans join, <maxbots> - 7 = 1 bots on server
        8 humans join, <maxbots> - 8 = 0 bots on server
        9 humans join, <maxbots> - 9 = 0 bots on server
  NOTE: Uses m_autobalancebots <maxbots> value to fill server with
  bots, <minbots> is used only when there are no humans in the game.
  Bot team enforcement is turned off by default and bots will join
  both teams. In addtion mp_autobalance will be turned on by default.
  Use command "m_switchbotteam" to limit bots to one team only - if
  you specify a particular team mp_autobalance will be turned off.
 
  default minimum access level: admin2
 
m_autobalancebots < on | off > [ < minbots > < maxbots > < ratio > ]
  bots will auto balance to keep teams even with a ratio of bots
  to humans. You can specify a minimum and maximum number of bots
  allowed and the ratio. The default is minbots= 4, maxbots= 8,
  ratio= 1.75 bots for every human player. When there are no humans
  in the game, minbots will always be present.
  default minimum access level: admin2


Pancak3 25-01-2004 04:08

Re: Big problem with the new mEAnMod
 
is still go the problem :(((

botmeister 25-01-2004 08:11

Re: Big problem with the new mEAnMod
 
In console, type in command:

m_autobalancebots

Your current settings will be displayed, copy and paste in here what they are.

Also, show us your settings in server.cfg or listenserver.cfg, whichever you are using.

Pancak3 25-01-2004 17:17

Re: Big problem with the new mEAnMod
 
nvm i got it to work but the bots still dam speed hack.

botmeister 26-01-2004 05:53

Re: Big problem with the new mEAnMod
 
Make sure sv_maxspeed is set to 320

also read this from the "WhatsNew" document

* Add m_botrunspeed <speed>
Sets running speed for all bots
speed: 0 - 1000
default: 0 (disabled)

You can use this CVAR to correct speed problems with bots running too fast seen under CS 1.6, or you can it tomake your bots harder or easier to hit by adjusting how fast they can run. The default of "0" disables the feature, and bots will run around at normall speed.

Pancak3 26-01-2004 07:32

Re: Big problem with the new mEAnMod
 
o dam my sv_maxspeed was 1000 i changed it 320 and it works great thx

botmeister 26-01-2004 08:06

Re: Big problem with the new mEAnMod
 
Quote:

Originally Posted by Pancak3
o dam my sv_maxspeed was 1000 i changed it 320 and it works great thx

I think there's a bug in CS 1.6 because I never saw this problem in CS 1.5 (or less) before.

stefanhendriks 26-01-2004 10:29

Re: Big problem with the new mEAnMod
 
Yes, in steam not all messages that are sent in CS 1.5 are sent in CS 1.6. That makes it a lot harder to code things properly. An example is that you now manually have to know settings for weapons (like weapon ID and such) instead of catching data about weapons via the engine. (therefor buytable.ini is VERY IMPORTANT, and thus it is VERY IMPORTANT users install realbot in the correct directory).

botmeister 26-01-2004 17:40

Re: Big problem with the new mEAnMod
 
Quote:

Originally Posted by stefanhendriks
Yes, in steam not all messages that are sent in CS 1.5 are sent in CS 1.6. That makes it a lot harder to code things properly. An example is that you now manually have to know settings for weapons (like weapon ID and such) instead of catching data about weapons via the engine. (therefor buytable.ini is VERY IMPORTANT, and thus it is VERY IMPORTANT users install realbot in the correct directory).

The "WeaponList" message is still sent and everything is there except the magic shield. It has changed however. If I can remember right, it is sent only once when the game loads up. It used to get sent on every map load. You'll still want the buy table for all the extra information your bots use.


All times are GMT +2. The time now is 02:46.

Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.