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Re: coder wanted!
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sPlOrYgOn
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Default Re: coder wanted! - 23-04-2004

yea but he's not doing it to bots...
the only way i can think of for him is just change the model of the client...
but he wants it to change to a certain model each map..
  
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Re: coder wanted!
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Pierre-Marie Baty
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Default Re: coder wanted! - 23-04-2004

I believe it's pretty much the same thing for real clients than for bots... just fill the client's infobuffer at the right time (possibly in ClientPutInServer, or after the skin selection menu has been answered) instead of doing it for a bot, just use the client's edict_t pointer.



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Re: coder wanted!
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dead bwoy
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Default Re: coder wanted! - 23-04-2004

Well, I'm using this for czero single player and the player won't ever see themselves or other players (human), so it's mostly for the selection of your team-mates and for the enemys (bots). So I guess it'll just be player models for the bots.
  
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Re: coder wanted!
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dead bwoy
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Default Re: coder wanted! - 24-04-2004

Code:
bot_t *UTIL_GetBotPointer(edict_t *pEdict);
} bot_t; //at the end of "typedef struct" from bot.h
bot_t bots[32]; // max of 32 bots in a game
bot_t *pBot; //from VVV
Code:
void BotCreate( edict_t *pPlayer, const char *arg1, const char *arg2, const char *arg3, const char *arg4) //from bot.cpp
Is bot_t the bot pointer? Or is it (edict_t *pEdict);?
Can I remove all instances of bot_t then?
EDIT:
What are c_skin and c_name used for?
client skin and name?

Last edited by dead bwoy; 24-04-2004 at 06:23..
  
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Re: coder wanted!
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sPlOrYgOn
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Default Re: coder wanted! - 24-04-2004

right now i think you're trying to edit zbot correct? since you are playing on czero..
zbot doesn't have the same source as most other third party bots..
if not then...
bot_t is not a pointer it is the actual structure.
pBot is the pointer to an instance of bot_t which is called bots
pEdict is the entity structure in HL.. (or at least thats what i think)
  
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Re: coder wanted!
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dead bwoy
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Default Re: coder wanted! - 24-04-2004

I'm trying to clean up your code getting rid of the necessary bot files and using only the code used for my features, and I'm changing all the valve skin stuff to czero skin stuff ie:VALVE_MAX_SKINS ===> CZERO_MAX_SKINS
I saw how you added the czero support and it worked well.
There's an update coming out next week that could spoil my project, depending on how much you can tweak the Custom Campaign Kit being released with CZ v1.1 update.

Quote:
right now i think you're trying to edit zbot correct? since you are playing on czero..
zbot is the illegal stand-alone bot for czero/cstrike. I have paid for csbot "The Official Counter-Strike Bot" that comes with CS:CZ. csbot is built in to the mp.dll that you get with czero, so you can't substitute bot dlls.
  
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Re: coder wanted!
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sPlOrYgOn
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Default Re: coder wanted! - 24-04-2004

i thought zbot was just it's nick name o_O
well okay then the Official Cs/Cz bot
and there is no bot_t structure compiled into the plugin i made for you...
i told you there are lots of useless files in that zip..
and so far i now all the files that have the word bot in their name are not compiled or included at all.
  
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Re: coder wanted!
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dead bwoy
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Default Re: coder wanted! - 24-04-2004

true, but im trying to figure out this model thing. Basing it on the hpb template bot.cpp
here, I want to force a skin on a certain custom map, changing skins on mapchange. Can this skin be listed in the map's cfg file? Or do I have to define all the skins to be used in the code and force them to load on the defined maps?

My brain hurtz, I'm going out, only to return...

PS (I forgot):
Code:
// pick a random skin
		 if (mod_id == CZERO_DLL)
		 {
			index = RANDOM_LONG(0, CZERO_MAX_SKINS-1);
			pSkinUsed = &czero_skin_used[0];
		 }
arg1 is skin, arg2 is name (skin/player?), what are arg3 and arg4 used for, are they both for skill?

Last edited by dead bwoy; 24-04-2004 at 07:49..
  
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Re: coder wanted!
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sPlOrYgOn
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Default Re: coder wanted! - 24-04-2004

what args are u talking about?
  
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Re: coder wanted!
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dead bwoy
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Default Re: coder wanted! - 24-04-2004

from:
Code:
void BotCreate( edict_t *pPlayer, const char *arg1, const char *arg2,
				const char *arg3, const char *arg4)
{
bot.cpp
  
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