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Re: POD-bot back into shape.
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  (#521)
KWo
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Default Re: POD-bot back into shape. - 17-04-2004

Austin - I tested your podbot_mm.dll and what I see - after changelevel bots don't re-enter the game. Another problem - detailnames on doesn't work. - can You check this?
SoUlFaThEr - I still see see some problem when I use addbot commands - when I use this command in podbot.cfg, the third parameter (class) is interpreted and I can see bots entered to the game with selected by me class, but when I type the same command with these sames parameters under console - this third parameter I can't use - because this is interpreted as a name of bot. You had many problems with names of bots in the past, so maybe You can confirm this making some test with this command (addbot).
  
Re: POD-bot back into shape.
Old
  (#522)
sPlOrYgOn
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Default Re: POD-bot back into shape. - 17-04-2004

the addbot bug has already been fixed..
look in the other thread about podbot
http://forums.bots-united.com/showthread.php?t=1372

[edit]
and Austin either started from an old version or you didn't download the newest version because those are fixed too
[/edit]

Last edited by sPlOrYgOn; 17-04-2004 at 21:17..
  
Re: POD-bot back into shape.
Old
  (#523)
kedat
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Default Re: POD-bot back into shape. - 17-04-2004

The only thing I've changed (in POD SDK) was adding brackets in two places where I got warning messages:
Code:
if ((pBot->vecGrenade == g_vecZero) || (BotGetSafeTask (pBot)->fTime < gpGlobals->time)
 		 || ((pEdict->v.weapons & (1 << CS_WEAPON_HEGRENADE)) == 0))
and
Code:
if ((pBot->vecGrenade == g_vecZero) || (BotGetSafeTask (pBot)->fTime < gpGlobals->time)
 		 || ((pEdict->v.weapons & (1 << CS_WEAPON_FLASHBANG)) == 0))
I also compiled metamod dll and I'm using both. Game freezes after few seconds...
Is anyone OFFICIALY continuing PMB work?
What and where is the last version?

Last edited by kedat; 17-04-2004 at 22:00..
  
Re: POD-bot back into shape.
Old
  (#524)
KWo
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Default Re: POD-bot back into shape. - 17-04-2004

Thanks, sPlOrYgOn.
SF - I think - this thread should be closed. Only because it's not closed I didn't try to find the new thread concerning to podbot2.6mm.dll .
Now I will try this new sPlOrYgOn's dll and if I'll find something, I'll post in this new thread.

  
Re: POD-bot back into shape.
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  (#525)
SoUlFaThEr
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Default Re: POD-bot back into shape. - 17-04-2004

i had intended to get it closed but others were against it.

about the names thing Kwo

i dont do what you do........i use the names.txt and let them come in random..... i only have

addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot
addbot

thats 19 bots that will be added when i load the first map in CS.

when the second map comes they dont enter automatically. but when yo give a fillserver command.......all the bots from the last map will enter. same names and all. i think its ok like this.......having them come into the second map is ok too but not absolutely necessary. because with 3 buttons we can have a full server anyway.

i know you would like to specify exactly thier names.......so since the bot no longer allows doubled names.......edit you names text.......down to 19 bot names.......and begin playing......you may have all the same names everytime then

its a way to get around it m,aybe........albeit.....i have not tested this theory but.....it should work


  
Re: POD-bot back into shape.
Old
  (#526)
SoUlFaThEr
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Default Re: POD-bot back into shape. - 17-04-2004

im double posting on purpose here-

From now on.........unless PMB is changing/adding something

use the other thread designated for work on this bot AFTER PMB.

so please

this will cut the confusion down.
im not a moderator in this forum......just for mapping and waypointing. so i cant close it.


  
Re: POD-bot back into shape.
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  (#527)
MarD
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Default Re: POD-bot back into shape. - 23-04-2004

Heyyo,

Sounds like you did a great job with PODbot PM, hats off to you man.

I'mma download it n' give er a try in CS v1.6.


Later-a-much, and LONG LIVE THE D!,
(Link>>>MarD's Moddin' Site<<<Link) MarD

Rock Hound. (<Link)
  
Re: POD-bot back into shape.
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  (#528)
Olate
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Default Re: POD-bot back into shape. - 05-05-2004

This is an excellent bot system with really intelligent bots! Nice work.

I'm using the latest version of CS1.6 on a linux dedicated server with PodBot downloaded from the link in the first post (http://racc.bots-united.com/releases/podbot.zip). When I start a new map, 6 bots are added, 5 on terrorists and 1 on CT, all with the name [n]unnamed with n incrementing.

I can use the pb addbot command but they are added with the same naming convention as above, and not to the team I specify if I do pb addbot 1 or 2.

In addition the in game PB menu doesn't work giving an unknown command error.

Apart from this, everything else works fine! Any suggestions?
  
Re: POD-bot back into shape.
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  (#529)
sPlOrYgOn
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Default Re: POD-bot back into shape. - 05-05-2004

http://forums.bots-united.com/showthread.php?t=1510
  
Re: POD-bot back into shape.
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  (#530)
Olate
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Default Re: POD-bot back into shape. - 05-05-2004

Got it. Should've searched first. Thanks.
  
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