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I have just moved commands stuckstart, stucknext, saveplayerpos, saveusepoint, warpanybot, warptogoaloffset, cleargoalflags from et to global_scripts so that they can be used both in ET and RTCW.3 points
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Omni-bot wiki has been moved to https://mygamingtalk.com/wiki/OMNIBOT_-_Enemy_Territory_Modification3 points
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2 points
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I uploaded new omnibot mod binaries for Windows 32bit to my Google drive.2 points
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I will increase MAX_MENUS from 64 to 128 in the next Omnibot mod version.2 points
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It's about 93% done 1% tweaks / code clean up 1% cheat menu minor fix's (getting sv_cheats within the game was a challenge, but got working) 5% is the goal/target/waypoint etc naming. This last 5% is where I can't go any further. I can see the new coding in cg_main.c, I just don't have the understanding of c++ to compile this for testing. I have managed to get a text box to work but I have no idea if what I've done will work for naming the goals etc. I know there is a issue with the text not clearing after pressing ok, i'm unsure why this is. This last bit is where I'm stuck Is it possible for someone could check my coding to see if this would work & if possible compile the code to test this. The code is over 10,000 lines so it's not possible to post in the forum, I could upload into the ET repo on Assembla if thats ok or is there another option (never used github). If someone could let me know on here or via PM please Here's a few pictures of the DMS for you to see:2 points
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It's a bug in the legacy mod since version 2.76. It happens on all maps with multiple MG42s. The same problem is on goldrush map. I created an issue on Github.2 points
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Hello Beer, thank you for giving me access to your Github project. I fixed the mg42 so that bots can use them and repair them.2 points
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I'll start with the bots not getting the flag Without goals the bots will just wander around the map, the issue here is that the CHECKPOINT goal (the flag) is not been detected, this is why the bots were not going for the flag. To see what the bots goals are type /bot sag into the console, on this map there are only EXPLODE & PLANT goals, this showed that there was not a goal for either flag. I'm not that familiar with RTCW so I'm not sure if this a omnibot or a map issue & manually creating it does not work. I've done a work around by creating 2 ATTACK goals at the flags. At this stage the bots just run around to the 2 flags. (I've PM'ed you the new code) The dynamite problem The main issue I see is that you have only put BLOCKWALL onto 2 waypoints but you have many more connections that go through the gate(s), the bots are trying to plant but can't get past the gate, every waypoint that has a connection going through a gate or a blowable wall must have the BLOCKWALL flag. Start with that & see how it goes.2 points
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I did try & do RTCW version but I had a issue getting it to show up, I've just done a new test (just editing text) which did work. For RTCW you need to edit mp_pak1.pk3\ui_mp\wm_quickmessageAlt & create a new pk3 in the same directories, its a little bit more hard work as 1 line in the ET menu you have to scroll down 50+ lines in the RTCW version. It looks like it can be done but its a lot of work The DMS program was never designed to waypoint from it was rather to add waypoint flags without me having to remember exact command or which key bind it related to, it then progressed to adding goals without the need to open the console to manually type 3 or 4 commands for each one. After that I just added more bit that I found useful. If you need there are some ET binds in here that should work fine in RTCW, I used the binds in combination with the DMS http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/tools/waypointing_configs/2 points
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I will add possibility to set multiple navigation flags in the next Omni-bot version.2 points
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Did you read the wiki ? The cappoint must be created by these commands when you are standing at the exit: /bot goal_create cappoint transmitter /bot goal_save I attached gm script which disables PLANT_2transmitter7 goal so that engineers do not drop dynamite near the transmitter. basor2light.gm2 points
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I made waypoints for KT_G-Rush. You can download them from GitHub.2 points
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You've converted the waypoints successfully. Now you should create some goals. Add a CAPPOINT goal at the ship so that Allies know where to take the documents Add three GRENADE goals to destroy barriers on the beach Enable MOUNTMG42 goals for Axis team Change priorities. CHECKPOINT_beach_flag should have the same priority as FLAG_War_Documents. Create routes.2 points
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Omnibot connecting issue
hellreturn and one other reacted to palota for a topic
It is compatible. Do you have installed the latest Omni-bot version 0.87 ? This is not related to the connection issue. If you have more questions, start a new topic.2 points -
I tried to fix it by kicking connecting bots. But I can't test it because I don't have a dedicated server. You can get the new version from Assembla SVN. It's in file et/scripts/goals/goal_selectweapons.gm.2 points
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Website Updated
Ray_Wolf and one other reacted to hellreturn for a topic
Hello, I have updated website to current version as old version wasn't supported anymore. While we are fixing some issues, some features might not be available. Thanks for being mygamingtalk user.2 points -
MLB Egypt and silEnT mod: bots don't ride the Boat outside of warmup
hellreturn and one other reacted to palota for a topic
The boat initially spawns in a secret room at coordinates (-5730, 1664, -1218). Then it is moved to the river after one time frame. I fixed the mlb_egypt.gm script.2 points -
Where can we download pk3 file of this map ? You should never use entity numbers because they depend on mods. You should use GetEntityByName instead of GetGameEntityFromId. If the entity does not have any name, then you can use TraceLine. Functions GetEntityByName and GetGameEntityFromId return null if the entity is invalid. Correct condition is: if(ent1) { print("Entity is valid"); } You must not use GetEntTeam in OnExit because it returns null if a player disconnected. Players can also change team when they are inside the region. See wiki how to count players in a region.1 point
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foreach(g in Util.GoalTable("FLAGRETURN.*")) { Util.MapDebugPrint("Position " + g.GetPosition()); }1 point
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for ( i = 0; i < 64; i += 1 ) { if ( EntityIsValid(i) && GetEntFlags(i, ENTFLAG.CARRYINGGOAL) ){ d = DistanceBetween(i, Vector3(-1824, 2115, 4)); Util.MapDebugPrint("Distance " + d); } }1 point
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Here's my solution: voilegarde_b3.gm1 point
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Welcome to MyGamingTalk. Please feel free to browse around and get to know the others
claywinston reacted to hellreturn for a status update
Welcome to MyGamingTalk. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.1 point -
You can remove these in OnMapLoad and manually recreate them in-game through the console, using /bot goal_setproperty for all custom required properties1 point
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Welcome to MyGamingTalk. Please feel free to browse around and get to know the others
FLBlindman reacted to hellreturn for a status update
Welcome to MyGamingTalk. Please feel free to browse around and get to know the others. If you have any questions please don't hesitate to ask.1 point -
I'm just helping someone out at the minute, trying to teach a few things without taking over. Getting the DMS to a workable state is my 1st task before getting into the waypointing. I have been doing a bit. I noticed that stuckstart / stucknext are missing from the Commands in RTCW, appears to work fine when I added the code from et_commands.gm into rtcw_commands.gm, I only have assembla/et access, so I can't update any RTCW files. A few corrections to do due to the ET/RTCW differences, but the menu is working & taking shape.1 point
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Managed to do a fix on mp_base faster than I expected, it's set for all bots just to open the gate if it's closed. I don't know the map well enough to know if the axis would want to shut the gate but that would work better with a switch goal activated by the gate opening trigger rather than paththrough.1 point
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First problem: https://mygamingtalk.com/wiki/Paththrough_UseSwitch Other problem: You'll probably have 2 CAPPOINT goals, just have 1 enabled for Axis and 1 for Allies1 point
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If you need to suspend mortar shooting for a specific goal, you can try to change Map.DontShootMortar to this.MapGoal.DontShootMortar.1 point
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I committed modified goal_mobilemortar.gm to SVN, so it's available to all.1 point
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Waypoint Commands - MyGamingTalk1 point
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The command dontshoot is used to disable attacking enemies. It does not work for scripted goals (mortar, grenade, airstrike). You can modify line 72 in file goal_mobilemortar.gm: if (!Map.DontShootMortar) { this.Bot.FireWeapon(); } Then set Map.DontShootMortar in planted/defused/destroyed triggers.1 point
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Only Beer knows why this is happening. He is the only one who can fix it. I can't do anything because I don't have Pub mod or cU engine. He refused to give them to me. I don't understand why he wants to keep his mods private. s4ndmod is free and open source. Everybody can download it. It works with Omni-bot 0.90, if you update the version number and recompile it from source code.1 point
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Questions
hellreturn reacted to PuNkReAS for a topic
Hi guys! First of all, I have to thank Mateos for his help, without whom I wouldn't be here. I am a big fan of the RtCW game. I missed 8 years, then returned to RtCW in 2020. I am very happy to see that there are still active players, so I started setting up servers. I currently run 3 servers, one of which is omni-bot. (More info: rtcw.hu) I have many questions, but I will try to summarize them briefly: - Is there a similar program to RtCW that would make my job significantly easier? === I see that there is one for ET: http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/tools/route_tool/ or OB_DMS https://www.mediafire.com/file/r78cd624jmjwr09/OB_DMS.zip/file I see that this is a good program that would make my job easier! So is such a program available for RtCW? (Pictures attached) - The question is, how to specify something to do with the bot? === For example the radar_b1 map Allies spawn. Bots start by firing a gun at the window. How can this be programmed? (They only advance if the player shoots out the window.) Then mp_ruiner map. I lead the bots to the big gate, where at first the bots just run around, then they realize that dynamite needs to be installed, but minutes go by until then, this doesn't look very good in gameplay. The other way is up a ladder to a cliff where they don't deposit dynamite at all. I believe these features work by default, no?1 point -
I added MP34. Other weapons don't need to be handled in et_weapontables.gm because they have the same ID as original weapons.1 point
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I modified goal_mobilemortar.gm and commited it to SVN. Position in front of the tank is GetEntityWorldSpace( GetGoal("MOVER_tank").GetEntity(), Vec3(0,250,0) )1 point
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Good evening, I've just refreshed old waypoints I was asked for years ago for Missing in Action v1: Wolffiles.de - your filebase The main objective is to pick up 3 MIAs being held in bamboo cages It requires precise positioning and aiming (stance, as crouch, helps a lot, but isn't required) When Allied bots have Axis enemies in sight, they'll do combat movement (but seem to keep the highly prioritized aiming, thus not engaging shooting, so that's fine to my mind), breaking that precision scripted in related path through navigation tables Is it possible to disable CM like for ATTACK/CAMP/DEFEND spots through script? Can it be re-enabled automatically upon exiting, or will it require an instruction in OnExit table? Thanks in advance Regards, Mateos1 point
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Yes, you can disable combat movement in navigate and re-enable it in OnExit. But I think it would be better to create RegionTrigger.DisableCombatMovement.1 point
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I decided to not rename the 0.8 folder because it would break everything for everybody. There are links to that 0.8 folder everywhere (on the wiki, forum or GitHub). We can't rename it now because it would cause a lot of trouble.1 point
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1 point
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Well whats with the cu mod? Ill updated to the last version of omnibot 0.9. Running fine for me1 point
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I installed S4NDMoD and I can see bots using MG42 guns.1 point
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I tried that map but got errors GeneratePermanentShader - MAX_SHADERS HIT and a lot of textures are missing. It's impossible to steal the tank. I cannot win because I don't know how to get in the bank. It looks like it was converted from the original official goldrush map. You can use goldrush.way from ET and rename it to goldrush_b2.way.1 point
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To shoot windows you have to add this line into the OnBotJoin function: bot.TargetBreakableDist = 90.0; New scripts already have that line, then just delete //~ You can use regular expressions .* to enable all MOUNTMG42 and REPAIRMG42 goals: SetAvailableMapGoals( TEAM.AXIS, true, ".*MG42_.*" );1 point
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I think it's impossible to directly load a .bsp file. But you can easily make .pk3 from it. Create a new maps folder, move .bsp and .script files into the folder, compress the maps folder to ZIP, rename ZIP to PK3, then move PK3 to Return to Castle Wolfenstein/Main.1 point
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Omnibot connecting issue
hellreturn reacted to JohnDory for a topic
I haven't got ETL installed but I can lend you our test server with a separate omnibot directory for a couple of days if that helps ?1 point -
noclip works only if cheats are enabled. To enable cheats, you must start a map with devmap command instead of map command. English is easy to learn. Programming languages are hard to learn. Wildwest beach is similar to mp_beach. I would recommend to look into file mp_beach.gm to find some inspiration. Engineer try to plant a dynamite on the nearest waypoint. If the nearest waypoint is behind the wall, they cannot get to it and fail. You should move the waypoints near the beach wall. You must create a CAPPOINT goal at the mine cart where the gold has to be delivered. Why there is usepath property at the waypoints near the mine cart ? You should never use usepath, it is obsolete. If you remove it, then bots can go downstairs to the gold.1 point
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How much does it cost to develop simple Android app or game?
claywinston reacted to venatrix for a topic
For Android app development, the cost of a final product depends on various app elements and the type of app that matches your business requirements. On an average, cost of Android app ranges between $15,000 to $40,000 with an hourly rate of $15-$25.1 point