Quote:
Originally Posted by Maleficus
OK, this is for the guys that are planning on helping with the path system.
I'm creating the script system right now, but I want some ideas as to what you guys want to see and be able to use.
What you can do so far in the scripts:
1. You can connect/disconnect nodes.
2. You can tell bots to switch to a class or weapon. I will make it where you can be pretty specifc with these cmds.
3. You can open up nodes to one team or another.
But what else?
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Will this include path flags like crouch, ladder, and door? Or are those considered "actions"?
Quote:
Originally Posted by Maleficus
So what do you guys think you'll need to make this really work on all of the RtCW maps? Can you think of any specifc case that might need something special?
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On mp_tank, a bridge can be blown up that will make a path not reachable. Maybe an IsReachable flag?
Soul Portal has moving platforms that require the use key to activate. May be a bit tricky, but I think there needs to be a use action and a wait action as two seperate flags
Some maps have breakable barriers that don't require dynamite. Village for example you can grenade the barbed wire obstacles. Would be cool if the bots "recognized" these and tossed a nade at them.
Quote:
Originally Posted by Maleficus
ALSO: what do you guys think about my original idea of making it where only certain bots will respond to a cmd to change weapon/class? The thing is, this will be defined in the bots own file (along with its name, weapon, etc), so if you picked bots that always stayed with the same class/weapon, the script would have no effect.
Do you think I should just grab a certain percentage? Maybe if you issue the cmd to go ENG, 20% of the team randomly follows that?
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I like the idea of only specific bots changing class. Maybe preferred class / secondary class definitions in the bot config file?
What do you mean by giving a command to change class? The player issues a command? If so, what about a team that doesn't have any humans?