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-   -   coder wanted! (http://forums.bots-united.com/showthread.php?t=1445)

dead bwoy 20-04-2004 05:58

coder wanted!
 
I'm looking for a coder for help on a feature of my project. More info here:
http://forums.bots-united.com/showth...2228#post12228

sPlOrYgOn 20-04-2004 06:41

Re: coder wanted!
 
I'll try to work on it..
I know very little about hl coding so this might be a while..
hope this increases my knowledge a bit :D

sPlOrYgOn 21-04-2004 07:39

Re: coder wanted!
 
Alright i finally got it to work.
just replace the mp.dll in your liblist.gam with this dll. (I'm sure you know how)
the way you use it is put a file with the same name as the map except instead of .bsp it's .cfg so for de_dust.bsp put a de_dust.cfg in the mod's directory.
I only tested for 1.5 and i know you plan on using it for cz so don't expect it to work right away.
And if it does work then great :P
[edit]
if you want the source code just ask...
it's really crappily done so... :|
[/edit]
[edit2]
I guess i'll just upload only the files that got changed from hpb_bot 3 template
[/edit2]
[edit3]
damn just looked through the source code and noticed some missing stuff...
gotta fix..
[/edit3]
[edit4]
I have no way of making it work for czero right now..
I know nothing about czero...
[/edit4]

dead bwoy 21-04-2004 13:31

Re: coder wanted!
 
What do you need to know?

The dll for czero is ...steam apps\<e-mail>\condition zero\czero\dlls\mp.dll

Maybe some info from my failed metamod cz port thread will help:
http://forums.bots-united.com/showthread.php?t=1168
some info about mod recognition, linkgame.cpp etc.

I would like to take a look at your source in progress. Maybe I can help with my limited knowledge.

Pierre-Marie Baty 21-04-2004 14:42

Re: coder wanted!
 
The latest HPB_bot template *MIGHT* work out of the box with Condition Zero... since the entities and the new engine functions have been added recently...

dead bwoy 21-04-2004 16:01

Re: coder wanted!
 
We're working with 3.0, the non-metamod hpb_bot template, right splorygon?

EDIT:
yup! I just saw edit 2...9_9

Will this work right with czero single player (w/ bots)?
I imagine czero sp is the same as mp just not online and with the GUI for the campaign info, right? It uses the same dll (mp.dll) for sp and mp, unlike CZ:DS (cz.dll) which is sp only.

Pierre-Marie Baty 21-04-2004 17:18

Re: coder wanted!
 
use the template 4 instead, the one just released, it has everything needed to support CZ and it's not a metamod plugin. It's an updated template 3

stefanhendriks 21-04-2004 20:11

Re: coder wanted!
 
i heard CZ is really dissapointing in single player aspect. And in multi-player it aint that much better then normal CS. I am not gonna spend some bucks to figure that out. Anyway, that was off-topic. Cool that bots work with CS CZ too :D lets conquer the entire CS world muhahaha

dead bwoy 21-04-2004 20:48

Re: coder wanted!
 
Multi Player aspect is exactly the same as CS, but with the official bot. Single Player has two aspects: CZ:Tour of Duty, and CZ:Deleted Scenes. Tour of Duty, done by Turtle Rock Studios, is like a multi player game with bots, where you have to complete a # of objectives, such as kill 2 enemies with a TMP with a headshot without dying. Ok that may be a little stretched. You can customize the objectives though. CZ:Deleted Scenes is strictly a Single Player (Half Life Style) Story mode mission with cut-scenes and everything. This was Ritual's Project and Im not sure if they even did anything to it after Valve yanked it from Ritual. CZ:DS has great potential, but is in need of an update.
You shouldn't get CZ for anything but the bots and the sp modes. Expect anything else and you won't be very happy. Not for the multiplayer massive...
Back to the topic:
The add-on I'm working on is for Tour of Duty, taking the basic structure and pluging in Custom maps and other bonus features (such as this mapchange-cfg executer). Hopefully adding more appeal and more replay value to CZ.

dead bwoy 22-04-2004 00:30

Re: coder wanted!
 
Does anyone know if it would be possible to load different player models on different maps with this thing? Besides only allowing one player model per-team per-map. Say, load from models/player/sas/sas.mdl but on the next map load models/player/sas2/sas.mdl. Can this be done from these cfg files or is there a way to trick it?

sPlOrYgOn 22-04-2004 03:36

Re: coder wanted!
 
Alright i'ma work off template 4 then..
I thought it was a metamod plugin :D

dead bwoy 22-04-2004 06:22

Re: coder wanted!
 
thats what i thought too!!!

sPlOrYgOn 22-04-2004 06:31

Re: coder wanted!
 
still the template 4.0 doesn't have czero stuff so i guess i'll try and add it...
this won't be pretty...

dead bwoy 22-04-2004 06:46

Re: coder wanted!
 
If you hit a snag let me take a look at it and I'll see if I can make any sense of it.

sPlOrYgOn 23-04-2004 02:30

Re: coder wanted!
 
okay finally at last..
been lazy or this woulda been out faster..
http://www.mapzap.org/cfg.zip
you know how to use it...
just it's for you to test and if it works then great if not then i guess i'll have to try again..
already tested with 1.5

dead bwoy 23-04-2004 03:12

Re: coder wanted!
 
Thanks a million!
Works great with czero mp AND czero sp!!!

I'm looking for a way to load different models for different maps. http://forums.bots-united.com/showpo...0&postcount=10 (details from above) would this be possible to add to the hook, or is there an easier way to do this? Being able to accomplish this would allow us to include every feature we've thought of so far.

Splorygon:
PM me to let me know how you wish your name to appear in the credits!

sPlOrYgOn 23-04-2004 04:52

Re: coder wanted!
 
sorry i have no experience in this..
and i don't really care about credits..
i can't help u make that feature..
[edit]
heres the source code
http://www.mapzap.org/cfgsrc.zip
it's really messy.. and has many unneeded files..
[/edit]

dead bwoy 23-04-2004 10:49

Re: coder wanted!
 
Thank you so much for all your time!!! I really appreciate it, really!

Does anyone know how I might do this switching of models for different maps? May be a simple batch (bat) file would do the trick? (either renaming the models between maps or cuting and pasting) Can I even execute a batch program from the console? It's been awhile (DOS 6.1) since I messed with batch files...

sPlOrYgOn 23-04-2004 14:55

Re: coder wanted!
 
oh yea i think models are a client side thing..
so you would only be doing it for yourself and no one else would see it..

Pierre-Marie Baty 23-04-2004 15:00

Re: coder wanted!
 
It's doable right in the code. Hook pfnSetModel(), and when it's called for a player entity, just put it the model you want :)

*edit* ah bah, if it's about PLAYER models, then it's a different story indeed. Player models are set in the player's infobuffer. Look in the BotCreate() function of the HPB_bot to see how botman fill his bots' infobuffer.

sPlOrYgOn 23-04-2004 15:08

Re: coder wanted!
 
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..

Pierre-Marie Baty 23-04-2004 16:59

Re: coder wanted!
 
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.

dead bwoy 23-04-2004 21:56

Re: coder wanted!
 
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.

dead bwoy 24-04-2004 05:06

Re: coder wanted!
 
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?

sPlOrYgOn 24-04-2004 05:23

Re: coder wanted!
 
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)

dead bwoy 24-04-2004 05:32

Re: coder wanted!
 
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.

sPlOrYgOn 24-04-2004 05:42

Re: coder wanted!
 
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.

dead bwoy 24-04-2004 06:05

Re: coder wanted!
 
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?

sPlOrYgOn 24-04-2004 07:00

Re: coder wanted!
 
what args are u talking about?

dead bwoy 24-04-2004 07:08

Re: coder wanted!
 
from:
Code:

void BotCreate( edict_t *pPlayer, const char *arg1, const char *arg2,
                                const char *arg3, const char *arg4)
{

bot.cpp

sPlOrYgOn 24-04-2004 07:41

Re: coder wanted!
 
if there is no mod or if it is gearbox then
arg1 is for model/skin, arg2 is name, arg3 is skill..
else
arg3 is name, arg4 is skill..

if mod is cstrike, tfc,frontline, or gearbox then..
arg1 is team, arg2 is class/model/skin
[edit]
please correct me if i am wrong
[/edit]
[edit2]
fixed some wrong info...
[/edit2]

dead bwoy 24-04-2004 10:23

Re: coder wanted!
 
I think I get the skin thing when creating a new bot, but how would I use this method on an existing player? I can skip all this if there's a way to execute a batch file from console, say for each map. Can I allow this in this hook dll?


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