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Showing results 1 to 25 of 37
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Posts Made By:
SteveC
Forum:
Half-Life 2 SDK
25-01-2005
Replies:
11
entity origin?
Views:
11,989
Posted By
SteveC
Re: entity origin?
Keep looking, but don't rule out CBaseEntity. If a mod were to change this then a lot of other things would need to change. CBasePlayer on the other hand... well even I'm avoiding it at all costs. :D
Forum:
Half-Life 2 SDK
24-01-2005
Replies:
11
entity origin?
Views:
11,989
Posted By
SteveC
Re: entity origin?
I have found that not all entities work in the same way, much like you say the entity collision origin doesn't quite seem right all the time. But for 'box' like entities e.g. the bomb_zone entity,...
Forum:
Half-Life 2 SDK
19-01-2005
Replies:
41
Hooking into HL2 DLL ?
Views:
15,968
Posted By
SteveC
Re: Hooking into HL2 DLL ?
Yeah, I dived in a bit quick with using lots of useful stuff within the CBasePlayer, like choosing and changing weapons, detecting damage etc. So I'm gonna wait a week until I start undoing it all. :(
Forum:
Half-Life 2 SDK
19-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
You need to look if they are linker errors, or if they are compiler errors. If they are linker errors it means you haven't got the .cpp file for the function included, but you can't include many of...
Forum:
Half-Life 2 SDK
19-01-2005
Replies:
15
CSBot
Views:
12,937
Posted By
SteveC
Re: CSBot
I'll bet that it will be based on the CBotManager class which is a friend to the CBasePlayer class. But I've been wrong before!
Forum:
Half-Life 2 SDK
19-01-2005
Replies:
41
Hooking into HL2 DLL ?
Views:
15,968
Posted By
SteveC
Re: Hooking into HL2 DLL ?
Yeah I had my own bot in HL2: DM. I hadn't converted my movement code so it didn't do anything, just floated there. But it was in the game, in a team, and alive. It died too with a high speed barrel...
Forum:
Half-Life 2 SDK
18-01-2005
Replies:
41
Hooking into HL2 DLL ?
Views:
15,968
Posted By
SteveC
Re: Hooking into HL2 DLL ?
Hopefully. But we'll just have to wait.
Forum:
Half-Life 2 SDK
18-01-2005
Replies:
41
Hooking into HL2 DLL ?
Views:
15,968
Posted By
SteveC
Re: Hooking into HL2 DLL ?
PS! They have changed stuff, because you can now add bots in HL2: DM !
Forum:
Half-Life 2 SDK
18-01-2005
Replies:
41
Hooking into HL2 DLL ?
Views:
15,968
Posted By
SteveC
Re: Hooking into HL2 DLL ?
The CBasePlayer->ProcessUserCommands() trick (which I started) doesn't work anymore as has been said, but the CBasePlayer->PlayerRunCommand() doesn't work either, even if you do pass the correct...
Forum:
Half-Life 2 SDK
12-01-2005
Replies:
43
Yay - Bots move to given vector location...
Views:
16,259
Posted By
SteveC
Re: Yay - Bots move to given vector location...
That is within player.h, and this is in c_particle_smokegrenade.cpp
No inside help, unfortunately :)
Forum:
Half-Life 2 SDK
12-01-2005
Replies:
43
Yay - Bots move to given vector location...
Views:
16,259
Posted By
SteveC
Re: Yay - Bots move to given vector location...
Good work Dub!
For finding out what you can access within the classes you need to check for members which are either fully defined within the header file, or are declared with the virtual state....
Forum:
Half-Life 2 SDK
12-01-2005
Replies:
43
Yay - Bots move to given vector location...
Views:
16,259
Posted By
SteveC
Re: Yay - Bots move to given vector location...
OK, I'll help where I can then.
If you want to fix the //EVIL on the maxplayers you can get the max players when the ServerActivate function is called in the plugin part of the code.
And I...
Forum:
Half-Life 2 SDK
11-01-2005
Replies:
43
Yay - Bots move to given vector location...
Views:
16,259
Posted By
SteveC
Re: Yay - Bots move to given vector location...
Yeah, but to get the entity list there may be more than one technique, I'm using the edict list.
I guess we'll have a bot build off for a couple of weeks, then work together to produce a kick ass...
Forum:
Half-Life 2 SDK
11-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
no problem.
Forum:
Half-Life 2 SDK
11-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
Did you include the line of code to set the fixangle type to none?
It's in post 3 of this thread.
Forum:
Half-Life 2 SDK
11-01-2005
Replies:
43
Yay - Bots move to given vector location...
Views:
16,259
Posted By
SteveC
Re: Yay - Bots move to given vector location...
Works a treat doesn't it Stefan ;).
Oh and by the way people I think I've worked out how to get the bots to shoot at enemies, (human or bot). But I need to do some testing first, should have a...
Forum:
Half-Life 2 SDK
09-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
I think the latest souce zip in this thread contains the code for moving one way and looking in the other. But I don't think it will be very tidy, so not too readable.
It's quite easy now the math...
Forum:
Half-Life 2 SDK
09-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
Some of the functions within CBasePlayer don't work, they create linking errors. I think it's related to what the function calls, e.g. if it calls stuff from within the base entity class.
Forum:
Half-Life 2 SDK
09-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
Yeah if you define GAME_DLL (or CLIENT_DLL) and include some other files then you can cause major problems. I don't think you need much more than cbase.h normally (apart from the interface headers)....
Forum:
Half-Life 2 SDK
09-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
It does work for me o_O . Just this second I just created a new Source SDK (under the name test2) and extracted the above file /|\ into the utils/SCbot dir and it compiled first time.
You will...
Forum:
Half-Life 2 SDK
09-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
doh, something so annoying is solved by something so easy;
just add
GAME_DLL
to your preprocessor defines, and (fingers crossed) it should be problem sorted.
Forum:
Half-Life 2 SDK
09-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
Yeah I just got a message from my brother having the same problem, so I'm starting from a blank SDK just incase I cahnged something in the main files. Hopefully I'll have a working solution shortly.
Forum:
Half-Life 2, Source and Source Games
09-01-2005
Replies:
16
Another step forward?
Views:
10,569
Posted By
SteveC
Re: Another step forward?
After a suggestion from Stefan, I have made the bots now look in a random direction whilst walking around as before, so they strafe and look up and down etc.
Nothing too exciting
Forum:
Half-Life 2 SDK
09-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
I could add two vectors to the CBot class which contain the movement direction and the viewing direction, then it would be quite easy to 'say' "look there and walk here". I'll get on it right away...
Forum:
Half-Life 2 SDK
09-01-2005
Replies:
49
How to do correct movement
Views:
32,643
Posted By
SteveC
Re: How to do correct movement
I think the animations should also work correctly when you do it that way.
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