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  2. I'm not a developer, but is this the file I posted about earlier in another topic? Isn't it possible to make it so that when you get shot, the doctor bot doesn't load your gun first and then give you a shot, but the other way around? This would improve the game experience a lot.
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  6. Thanks for the answer! But why does Omni-bot 0.83 work then - and bots wont be useless meat? Since the NQ Version doesn’t change at all. greetz
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  8. Revived bots are useless because they cannot hit any enemy. They will be like a meat shield. But if you really want to enable revive in NQ, then it's easy. Just delete file omni-bot/et/scripts/goals/goal_respawn.gm.
  9. How did other NQ fix that Problem then? They are obviously not using 0.83, since most maps wont have support for older omnibot versions. That‘s why im trying to figure that problem out. Is the Omnibot creator somewhat contactable via forum or something? Im really sticking to NQ cuz of it’s unique design.. Thanks in advance
  10. If you revive a bot in NQ, then all his bullets are bent 90 degrees. The revived bot can only shoot himself in the foot or kill teammates who are standing next to him. Do you really want team killers on your server ? I would recommend to use legacy mod which is newer with more features and less bugs.
  11. Hello everyone, I had several nq servers in the early days Just made a new server, everything works fine besides Omnibot It seems that after Omnibot 0.83 bot reviving doesnt work for NQ specifically. The changelog says: === GOALS === (for 0.84) Disabled waiting for medic in NoQuarter mod because of weapon spread bug I tried fixing that, within 0.92 Seems like its relying on the revive.gm. I also wrote a new revive.goal with extra functions, those run flawless on 0.83 ——- this.GoalType = "REVIVE"; this.Version = 1; this.DefaultPriority = 1.0; this.DontSave = true; this.Radius = 64; this.DynamicPosition = true; this.DynamicOrientation = true; this.Range = 1500; ////////////////////////////////////////////////// this.UpgradeVersion = function(Props) { // version 0 is string,string key/values from the old waypoint format if(Props.Version==0) { // Version 1 Schema, upgrade from waypoint format Props.Version = 1; } else if(Props.Version == this.Version) { this.DisableGoal(true); injured ents is bad this.EntPosition = GetEntPosition(this.GetEntity()); tr = TraceLine( this.EntPosition, Vec3(this.EntPosition.x, this.EntPosition.y, this.EntPosition.z-90), 0, TRACE.SOLID, -1, true ); if(tr.surface & SURFACE.SLICK){ this.SetRemoveFlag(false); } } }; ////////////////////////////////////////////////////////////////////////// this.Update = function() { sleep(1) goalEnt = this.GetEntity(); if (!GetEntFlags(goalEnt, ENTFLAG.DEAD) && Util.GetEntHealth(goalEnt) > 1 || GetEntFlags(goalEnt, ENTFLAG.LIMBO) ) { this.SetAvailable(1, true); this.SetRemoveFlag(false); } else if(this.IsDisabled()) { entPos = GetEntPosition(goalEnt); if (entPos){ if (DistanceBetween(this.EntPosition,entPos) < 2) { this.DisableGoal(false); } else { this.EntPosition = entPos; } } } }; function OnDeath() { b.SetTapOutTime(0); b.SetStateEnabled("Death", false); b.SetStateEnabled("BleedOut", true); } state BleedOutState { OnEnter = function(bot) { bot.SetBusy(true); bot.SetMovement(0); bot.SendVoiceMacro("Medic!"); bot.SetTimeout(20000, function() { bot.TapOut(); }); }; OnUpdate = function(bot, dt) { }; OnExit = function(bot) { bot.SetBusy(false); } } bot.SetState("Death", "DeathState"); } } ————————————————— For me it seems like there is something hard coded which doesn’t allow functions to run properly. I hope you guys can help me. Greetings
  12. Hello, You can see the DepotRoof trigger from Fuel Dump script; players going in limbo do trigger OnExit IIRC, was fixed quite some time ago
  13. Good evening everyone! I would like to ask how can I print the number of bots in the trigger using the Util.MapDebugPrint tool? Also what happens if the player in the trigger blows himself up with a panzer or the enemy blows him up with a grenade?
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  17. Can you please PM me list of the items? We can find sometime to review it and get it fixed.
  18. The bot does not stand exactly at the center of the goal. The distance from the goal to the wall is less than 64, but the distance from the bot to the wall is greater than 64. I fixed the problem now and commited it to the SVN.
  19. Good afternoon, There's a specific spot of a TRIPMINE that does not work in 1944 Nordwind 2, next to the Allied CP, with bot stuck in a loop; while I can myself put them there: The distance to the wall is correct (made a custom command to call ETUtil.CheckTripminePosition from the goal position to make sure) Map download link: https://fearless-assassins.com/files/file/2690-1944-nordwind-21-1944_nordwind21pk3-and-waypoints/?do=download&r=13200&confirm=1&t=1&csrfKey=bbb23202fbabcff8052b2c0883131733 Attached waypoints -> Only CP and this TRIPMINE are available to Allies OnMapLoad -> CP has a higher priority to be built 1st, because the TRIPMINE is inside the build trigger of it; could that be the issue? What is the issue here? Thank you in advance 1944_nordwind2 - TRIPMINE at CP test waypoints.zip
  20. This project has been inactive for 10 years. Are developers still alive ? The problem is that there are many bugs in silEnT mod. Nobody can fix the bugs if the source code is not available.
  21. Priorities of ROUTE goals were ignored. It will be fixed in the next Omni-bot version, or you can build it now from GitHub. The 1944_nordwind map automatically changes spawns just after a player joins the game, so you have to add yield() before ChangeSpawnPoint.
  22. Good morning, In 1944 Nordwind, I saw bots spawning at Warehouse (so Warehouse Door destroyed) wrongly following a route for BUILD_Tank once the Tank is past the Depot area Same if spawning at Axis Spawn When the Tank is damaged, there's Util.ForceRouting on I wrongly wrote the Util.ExcludeClass in Tank_Past_Depot_Area, fixed it locally From: Util.ExcludeClass( "ROUTE_Hill3", CLASS.ENGINEER ); To: Util.ExcludeClass( "ROUTE_Hill3", 0, CLASS.ENGINEER ); When typing /bot sag 3 1 0 (3 to avoid the rendering), I can see the priorities are good for Engis: 0, as expected I've edited the routes to only have the ones involving ROUTE_Hill3 available to ease testing/monitoring The Axis Engis still go through that route note, which has a 0 priority for their class Thus the question: is the route node priority taken into account in the routing processing? Or only its team availability? My goal here is to have it disabled for BUILD_Tank mainly; I could re-affect the routing tables to have it restricted only to that goal and not all Axis BUILD, but I think it's good and simple enough to just affect the priority of the route node for the Engi class ^^" (Allies don't have that route node in their routing) Map download link: https://wolffiles.de/filebase/ET/Maps/1944_nordwind.zip --- Side note: In the same context, I've scripted OnBotJoin so that Axis bots select the Warehouse spawn, then there's a spawn split function that shouldn't change it Added prints before the 3 possible calls to ChangeSpawnPoint, they correctly select spawn 4 But they still spawn at Axis Spawn, number 2 I suspect the fact spawns are quite broken on that map to be the culprit Or I've written some mistake I can't catch --- Thank you
  23. TraceLine does not hit anything at the beginning of the game because the construction materials are not there until the path is destroyed. But you can set entity name instead of trace: /bot goal_setproperty entityname axispath1_toi
  24. Good evening, I'm porting the work done on 1944 Huertgen Forest Final to the Final 2 version For the BUILD_Axis_North_Path, I had to go through the custom BUILD goal setup; trace is good as far as I can see, looks the same as Glider's Assault Ramp for instance But the Axis Engi bot supposed to do it does not go for it (right role, available, reachable, rendered green) To reproduce: 5 grenades to destroy the Axis North Path on the wood logs, and just add one Axis bot (it will automatically be DEFENDER1, and its highest available goal is the North Path) Attached the waypoints Map download link: https://wolffiles.de/filebase/ET/Maps/1944_Huertgen_Final211.zip Using recently compiled DLL from GitHub repo What's wrong? ^^" Thank you in advance Regards 1944 Huertgen Forest (Final 2) - Axis North Path issue.zip
  25. Jó tudni, hogy még van magyar van itt ET-vel játszol? Vagy mit szeretnél?
  26. You have to use paththrough navigation. Then in the navigate function you can stop the bot: this.Goto(this.Bot.GetPosition());
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