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Showing results 1 to 25 of 37 Search: Posts Made By: SteveC
Forum: Half-Life 2 SDK 25-01-2005
Replies: 11
Views: 9,826
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
Views: 9,826
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
Views: 13,486
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
Views: 26,420
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
Views: 10,417
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
Views: 13,486
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
Views: 13,486
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
Views: 13,486
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
Views: 13,486
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
Views: 13,799
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
Views: 13,799
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
Views: 13,799
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 12-01-2005
Replies: 43
Views: 13,799
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
Views: 26,420
Posted By SteveC
Forum: Half-Life 2 SDK 11-01-2005
Replies: 49
Views: 26,420
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
Views: 13,799
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
Views: 26,420
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
Views: 26,420
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
Views: 26,420
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
Views: 26,420
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
Views: 26,420
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
Views: 26,420
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
Views: 9,081
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
Views: 26,420
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
Views: 26,420
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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