.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Cyborg Factory > FritzBot > Waypoint Forum
Waypoint Forum A place to request waypoints for a specific map, or to check on the progress of waypoints for your favorite maps.

Reply
 
Thread Tools
Scripting
Old
  (#1)
Tiger
Member
 
Status: Offline
Posts: 126
Join Date: Oct 2006
Default Scripting - 21-01-2007

Hello, I am trying to waypoint mp_murderhill and have a few questions. Is there a way to modify things in the map without having to use the creator? I want to remove some blockages but am not sure if there's a way to edit the map without having to contact the creator to remove the blockages. I imagine simply using a map editor would do, but I was wondering if there was an alternative method, similar to how the doors and switches are turned off on mp_assault and mp_base.

Also, on mp_murderhill there are a series of ducts, and to get into them you need to open a small door. Since the bots are coded to open doors I can just treat these smaller doors like regular doors, right? The only difference is that these doors are smaller.
  
Reply With Quote
Re: Scripting
Old
  (#2)
TomTom
ET Waypointing team member
 
TomTom's Avatar
 
Status: Offline
Posts: 745
Join Date: Jun 2006
Default Re: Scripting - 21-01-2007

Entities can be removed by adding commands in the script file. So if what blocks your bots is a door, barrier, shootable windows,etc then you should be able to do it yourself by extracting out the mapname.script file out of the mapname.pk3. Once modified the new version goes into your fritzbot\maps directory in your waypoints (pk3). This fritzbot map scripting wiki topic shows the 2 ways to do it. As to removing brushes/clips like regular walls I am not sure since they are part of the "world".

as to the doors the bots understand how to operate func_doors, func_door_rotates so as long as your doors are that type they should be little problem. Doors that use buttons on the otherhand are often special script_movers and will likely need special handling.

Last edited by TomTom; 21-01-2007 at 08:24.. Reason: tweaked the link to go direct to the subtopic, doors comment...
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com