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Game Scripting (AMX, Small, etc.) Where game engines and interpreters allow you to mess under the hood

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Re: Amxbot
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  (#21)
T(+)rget
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Default Re: Amxbot - 23-12-2004

Can bots utilise pfnAddToFullPack? If so then ok I agree with the following model idea since it'll only be used/seen by the bot and nothing else.

Yes I do worry about lag, but after doing some testing over the past few days it seems event capturing seems to use more cpu or cause lag for some odd reason, maybe its just my system who knows.
  
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Re: Amxbot
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T(+)rget
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Default Re: Amxbot - 01-05-2005

So be it

AMX Bot here we come
  
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Re: Amxbot
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Pierre-Marie Baty
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Default Re: Amxbot - 01-05-2005

haha, I wish you good luck guys, you'll soon get the picture of what bot coding really is

back on topic: what does pfnAddToFullPack do ? it's one of the functions from the engine interface that I have no clue what it does.



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Re: Amxbot
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KWo
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Default Re: Amxbot - 07-05-2005

Quote:
Originally Posted by Pierre-Marie Baty
what does pfnAddToFullPack do ? it's one of the functions from the engine interface that I have no clue what it does.
Because our colleague seems to be too much busy now, I'll post here what I got from him about it...

Quote:
Originally Posted by T(+)rget
basically it allows clients to see specific things that other clients can't. So for that bot model hack idea, if used in that only that particular bot would be roaming around with that model inside its tummy
  
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Re: Amxbot
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Pierre-Marie Baty
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Default Re: Amxbot - 08-05-2005

I still don't get it... oh well, I guess I'll wait for a more complete explanation



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Re: Amxbot
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T(+)rget
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Default Re: Amxbot - 08-05-2005

Taken from client.cpp:

AddToFullPack

Return 1 if the entity state has been filled in for the ent and the entity will be propagated to the client, 0 otherwise

state is the server maintained copy of the state info that is transmitted to the client
a MOD could alter values copied into state to send the "host" a different look for a particular entity update, etc.
e and ent are the entity that is being added to the update, if 1 is returned
host is the player's edict of the player whom we are sending the update to
player is 1 if the ent/e is a player and 0 otherwise
pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS.
we could also use the pas/ pvs that we set in SetupVisibility, if we wanted to. Caching the value is valid in that case, but still only for the current frame.

But like I explained to KWo, you can set it inside that function so that for example:

A = a seeable entity

Everyone can see A by default
You can modify the setting so only 1 person can see A

Last edited by T(+)rget; 08-05-2005 at 19:51..
  
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Re: Amxbot
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KWo
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Default Re: Amxbot - 11-08-2005

Seems AMXBOT is not affected by the latest steam update (because it doesn't use VGUI menu).
All POD clones , JoeBot and Realbot - they are affected by it. Probably there is also one bot more not affected by that update - it might be PLBot (but I haven't tested it yet since the steam update).
  
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