.:: 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 > JKBotti
JKBotti The new generation of Half-Life bots by ghost of evilspy HLDMOpposing Force

Reply
 
Thread Tools
Re: Planned features
Old
  (#11)
stefanhendriks
RealBot Author
 
stefanhendriks's Avatar
 
Status: Offline
Posts: 3,088
Join Date: Nov 2003
Location: Netherlands
Default Re: Planned features - 02-07-2008

Granted. WHen there are multiple walls in between the 'thickness' in my example would be huge, and a bot would not shoot through it.

Your method seems to be solving that problem, but you do an awful lot of tracelines; which is expensive. But, then again i can't think of anything better.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
Reply With Quote
Re: Planned features
Old
  (#12)
ghost of evilspy
Moderator
 
ghost of evilspy's Avatar
 
Status: Offline
Posts: 140
Join Date: Mar 2005
Location: Finland
Default Re: Planned features - 02-07-2008

Quote:
Originally Posted by Whistler View Post
well IIRC for CS shoting through walls is not only affected by the "width" of wall, but also affected by how many walls are shooting through. This may not be completely exact, but it should work most of the time:.
Well, HLDM gauss stops after one wall and causes (quite powerful) explosion on the other side.
  
Reply With Quote
Re: Planned features
Old
  (#13)
The Storm
Council Member / E[POD]bot developer
 
The Storm's Avatar
 
Status: Offline
Posts: 1,620
Join Date: Jul 2004
Location: Bulgaria
Default Re: Planned features - 02-07-2008

Hmm I think that the gauss can go via much more than one wall, it happened that I killed player behind up to 3 walls.
  
Reply With Quote
Re: Planned features
Old
  (#14)
stefanhendriks
RealBot Author
 
stefanhendriks's Avatar
 
Status: Offline
Posts: 3,088
Join Date: Nov 2003
Location: Netherlands
Default Re: Planned features - 03-07-2008

I think it depends on how long you 'hold' the secondary fire button. Perhaps test it out?

edit:
Or even better, check out the hldm multiplayer code with the sdk, should tell you a bunch as well.


Author of RealBot, "Arrakis" and "Dune 2 - The Maker" | co-Founder of Bots-United | Fundynamic | Blog | E-Mail me
  
Reply With Quote
Re: Planned features
Old
  (#15)
ghost of evilspy
Moderator
 
ghost of evilspy's Avatar
 
Status: Offline
Posts: 140
Join Date: Mar 2005
Location: Finland
Default Re: Planned features - 12-07-2008

Quote:
Originally Posted by The Storm View Post
Hmm I think that the gauss can go via much more than one wall, it happened that I killed player behind up to 3 walls.
gauss.cpp:
Code:
				// limit it to one hole punch

				if (fHasPunched)

					break;

				fHasPunched = 1;
  
Reply With Quote
Re: Planned features
Old
  (#16)
The Storm
Council Member / E[POD]bot developer
 
The Storm's Avatar
 
Status: Offline
Posts: 1,620
Join Date: Jul 2004
Location: Bulgaria
Default Re: Planned features - 15-07-2008

I'm pretty sure anyway, perhaps the latest SDK don't have the latest hl.dll code.
  
Reply With Quote
Reply


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

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