.:: 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 > POD-Bot mm > Releases, Installers, Docs & Coding
Releases, Installers, Docs & Coding Where the official development happens

Reply
 
Thread Tools
Re: Release #2!
Old
  (#71)
Huntkillaz
Member
 
Huntkillaz's Avatar
 
Status: Offline
Posts: 594
Join Date: Mar 2004
Location: Middle Earth (New Zealand)
Default Re: Release #2! - 09-06-2004

Quote:
Originally Posted by Huntkillaz
??? okay....i thought colours was RGB so i used ms paint to get the colour ??? ???

also make the normal green a bit darker
no ladder and goal WERE the same ....(pink according to ms paint) pruple is

purple: if (paths[i]->flags & W_FL_GOAL)
WaypointDrawBeam (start, end, 30, 128, 0, 255);

Pink: else if (paths[i]->flags & W_FL_LADDER)
WaypointDrawBeam (start, end, 30, 255, 0, 255);

old green :WaypointDrawBeam (start, end, 30, 0, 255, 0);
darker green :WaypointDrawBeam (start, end, 30, 0, 225, 0);

orange for campsbeams WaypointDrawBeam (start, end, 30, 255, 128 0);


ps: something's wrong with file base...it goes to initalising filebase then stops..could u load it here instead


●_•

Last edited by Huntkillaz; 09-06-2004 at 00:55..
  
Reply With Quote
Re: Release #2!
Old
  (#72)
Huntkillaz
Member
 
Huntkillaz's Avatar
 
Status: Offline
Posts: 594
Join Date: Mar 2004
Location: Middle Earth (New Zealand)
Default Re: Release #2! - 09-06-2004

Quote:
Originally Posted by sPlOrYgOn
okay...
whatever problems you had with autoaddremove and min/max_bots should now be gone...
http://www.mapzap.org/podbot/podbotBETA.zip

also about cs_bigbrother_beta1...
i didn't say a bot opened the door from wrong side...
look...
goto the side that you cannot open the door..
then face away from the door so that it's as if you barely walked in the door and you're looking inside the house...
"USE" the door but don't face the door..
and the door will magicly open from inside the house...
this dll is bugged ...if u remove bots from server they new bots auto join back in....therefore u cannot have an empty server...bad for wping


●_•
  
Reply With Quote
Re: Release #2!
Old
  (#73)
sPlOrYgOn
<-- He did it.
 
sPlOrYgOn's Avatar
 
Status: Offline
Posts: 1,558
Join Date: Jan 2004
Location: Los Angeles, California, USA, North America, Earth, Solar System, Milky Way.
Default Re: Release #2! - 09-06-2004

no KWo...
min_bots DOES work...
min_bots is the minimum number of bots that have to be in the server..
it will stop kicking bots as soon as it reaches min_bots..
exactly like how it supposed to work..

and the most likely reason why a bot with a skill lower than 80 was added was because you have a pause there..
that bot was probably added before the minbotskill from the cfg was taken in...
and no.. I haven't forgot about you "poor users"...
KWo if you want it like 2.5 just like how PMB wanted it you can switch back to R1..
I don't mean to be rude to PMB or anyone.. I just want to make this bot better and more human like because I've always wanted to play with more humanlike bots..
then you say "Then get the official CS bots"..
but I don't want to pay for a human like bot..

HuntaKillaz the old green and new green are the same...
you didn't change anything..
  
Reply With Quote
Re: Release #2!
Old
  (#74)
Huntkillaz
Member
 
Huntkillaz's Avatar
 
Status: Offline
Posts: 594
Join Date: Mar 2004
Location: Middle Earth (New Zealand)
Default Re: Release #2! - 09-06-2004

hmm thought 225 would have made a diff over 255

try do 200 instead with 25 blue


●_•
  
Reply With Quote
Re: Release #2!
Old
  (#75)
sPlOrYgOn
<-- He did it.
 
sPlOrYgOn's Avatar
 
Status: Offline
Posts: 1,558
Join Date: Jan 2004
Location: Los Angeles, California, USA, North America, Earth, Solar System, Milky Way.
Default Re: Release #2! - 09-06-2004

no I'd say 128
well you shouldn't really listen to my color judgement..
I am partially color blind..
  
Reply With Quote
Re: Release #2!
Old
  (#76)
Huntkillaz
Member
 
Huntkillaz's Avatar
 
Status: Offline
Posts: 594
Join Date: Mar 2004
Location: Middle Earth (New Zealand)
Default Re: Release #2! - 09-06-2004

i had thought about dark green the remembered the dark maps..where u can't see much the tone down is coz some really bright maps...greens is far to bright ....


" I am partially color blind.."

really 8o


●_•
  
Reply With Quote
Re: Release #2!
Old
  (#77)
Huntkillaz
Member
 
Huntkillaz's Avatar
 
Status: Offline
Posts: 594
Join Date: Mar 2004
Location: Middle Earth (New Zealand)
Default Re: Release #2! - 09-06-2004

edited: sorry i as in rush to post so didn't finish

next minor thing .... needed to fix:
Code:
  // A* returned failure
     if (path == NULL)
        UTIL_HostPrint ("Waypoint Problem! No path found!\n");
  
     // otherwise, we had a successful search
     return (path);
  }
need to show which node the error is at for this and to stop it displaying over n over...
-----------------------------------------


●_•

Last edited by Huntkillaz; 09-06-2004 at 06:36..
  
Reply With Quote
Re: Release #2!
Old
  (#78)
sPlOrYgOn
<-- He did it.
 
sPlOrYgOn's Avatar
 
Status: Offline
Posts: 1,558
Join Date: Jan 2004
Location: Los Angeles, California, USA, North America, Earth, Solar System, Milky Way.
Default Re: Release #2! - 09-06-2004

how can that show which node it's at?
won't it just make the bots goto a deadend path?
I think it should print the iIndex of the path along with the failure message...
also you can edit...
  
Reply With Quote
Re: Release #2!
Old
  (#79)
Huntkillaz
Member
 
Huntkillaz's Avatar
 
Status: Offline
Posts: 594
Join Date: Mar 2004
Location: Middle Earth (New Zealand)
Default Re: Release #2! - 09-06-2004

hmm....do that later..

okay since there is no use of having aset camp flag since the start and ends arn't initalised after

better off delteing and making a new camp so lets change it:

Code:
 			   else if (FStrEq (arg1, "7"))
 				  WaypointChangeFlag (W_FL_CAMP, FLAG_TOGGLE);
 			   else if (FStrEq (arg1, "8"))
 				  WaypointChangeFlag (W_FL_NOHOSTAGE, FLAG_TOGGLE);
 			   else if (FStrEq (arg1, "9"))
 
 --to---
 			   else if (FStrEq (arg1, "7")){
 				  WaypointChangeFlag (W_FL_TERRORIST, FLAG_CLEAR);
 				  WaypointChangeFlag (W_FL_COUNTER, FLAG_CLEAR);
 				}
  			   else if (FStrEq (arg1, "8"))
 				  WaypointChangeFlag (W_FL_NOHOSTAGE, FLAG_TOGGLE);
  			   else if (FStrEq (arg1, "9"))
and move it up to 4th place instead

u'll also have to remove the team specific menuselect 3 code thats anywhere else since u won't need it anymore


●_•
  
Reply With Quote
Re: Release #2!
Old
  (#80)
sPlOrYgOn
<-- He did it.
 
sPlOrYgOn's Avatar
 
Status: Offline
Posts: 1,558
Join Date: Jan 2004
Location: Los Angeles, California, USA, North America, Earth, Solar System, Milky Way.
Default Re: Release #2! - 09-06-2004

you say camp waypoints orange..
but you need to tell me 3 diff colors of camp waypoints because the camp waypoint has a different color for CT only, T only, and both..
and that suggestion to remove the camp flag toggler...
maybe we should have it set the camp start when you toggle the normal waypoint to a camp waypoint..
  
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