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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 -
You have to use paththrough navigation. Then in the navigate function you can stop the bot: this.Goto(this.Bot.GetPosition());1 point
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This is not a goal. It's a paththrough navigation. It is executed when a bot goes through that waypoint. Bots visit that location because there is DEFEND goal. If you want to change priority or make it class specific, you can set it on the DEFEND goal.1 point
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The trigger distance is not from the target goal, but from a grenade. If somebody is standing just beside a bot, then his thrown grenade immediately enters the radius. It would be necessary to calculate trajectory of a grenade and predict coordinates of explosion. Maybe I could use some code from the mortar goal. I agree with your other suggestions and I added them to my to-do list.1 point
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Why don't you use the PrintScreen key or Snipping tool to make screenshots ? There must not be "=" in server.cfg. You have to delete = after set omnibot_path.1 point
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This is not related to bots. The same problem happens if you watch human players. There are a lot of bugs in the omnibot mod because it is based on the original game from year 2001. The spectator stamina is displayed correctly in newer mods (legacy, nitmod, noquarter, silent). It does not work in jaymod and etpub.1 point
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You can set g_engineerChargeTime1 point
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The chosen botToKill is never an engineer because botToKill has goal FLAG, but engineer has goal PLANT.1 point
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Here's my solution: voilegarde_b3.gm1 point
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Path through switch - Delay between map trigger and OB script trigger
Mateos reacted to TomekKromek for a topic
voilegarde_b3.gm That's my solution. Not the cleanest solution but from my testing it works. For checking if the doors are opening and eventually opened I use "rightlabdoor_button_Moving". Check Right_Lab_Door_Moving2 to see what I did there.1 point -
Which game are you most excited about to come out this year?
claywinston reacted to hellreturn for a topic
Need to find time to play ET with my buddies first and then BF5 / Warzone1 point -
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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Hi I'm trying to create a version of the DMS for RTCW but I can't work out how to add a text box for naming the goals waypoints & groups The ET version uses setGoalName setGroupName setWaypointName I don't even know if the above commands are coded into omnibot RTCW system life they are in ET, cs helped me with this section in the ET version so I'm not sure if this was already in the code or added. I have a working beta version of the menu so the rest I can do, it's the text box that I can't do. Is this something that can be done?1 point
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Howdy All
Mateos reacted to Scott Ward for a topic
Some "may" know / remember me as BubbaG1 - would have used that as my display name but assumed I would add that later. Silly me! I was with the **DRC** (Das Rebellion Clan) for Enemy Territory and helped with waypointing / scripting for a hot minute. A few of us are playing ETL so figured I would help again, where I can. Will have to get back up-to-speed on what is possible. Great to see this crew is still around and enjoying the games. I am an old phart that primarily does web development / IT now for a company based in Stuttgart, Germany though I am located in Central USA.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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If you look at the ET map "mp_base" this has the same gate & looks to be based on this map (with an Alien instead???). Ignore / remove "LimitClass = (1<<CLASS.COVERTOPS)," in the script, as that's an ET thing This will give you the base to study If you just want the allies to open & the axis to close you could just use 2 switch goals but you might find the bots fighting over the opening & shutting the gate all map, or just the allies opening the gate may work better? These this would need to be enabled/disabled in the script to stop them just opening/shutting the gate. You need to disable some of the goals you have created for Teams, Normally I disable all the goals 1st Util.DisableGoal( ".*", true ); Then enable the goals you want the Teams to use SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "FLAG_Blue_Flag"); SetAvailableMapGoals( TEAM.AXIS, true, "CAPPOINT_Blue_Flag"); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "FLAG_Red_Flag"); SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Red_Flag"); You will need to create the 2 CAPPOINT goals where the flags are to be taken. The ROUTE goal is just used to define more than 1 route as a goal from a location i.e. the spawn to flag_goal rather than taking the shortest path (Routing)1 point
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Waypoint Commands - MyGamingTalk1 point
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Hello palota, The cU Mod is bases on S4ndmod, what is public, so they use mg42. The thing is on s4ndmod the mod is lagging on bigger maps and if more bots are playing.. Only on rtcwpub, they dont even see it or use it. I think its a mod / engine related thing. It includes the mod and engine in the same solution. I would you include in the Github, where i got my actualy work on rtcwpub. Maybe you can have a look on it whats wrong Il invited you in my Github Project Cheers Beer1 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 -
If there is at least one bot, then OnMapLoad is called immediately before OnBotJoin. If there are no bots, then OnMapLoad is called from BotUpdate. It depends on mod when it sends GAME_CLIENTCONNECTED event and when it calls BotUpdate function. Your gm map script should not depend on specific time when OnMapLoad is called. It can be one time frame earlier in silEnT. The door lever is always moved at the beginning of the game. Your trigger function will be called only if it is registered by OnTrigger. The trigger is missed if OnTrigger is called after the lever has moved. You can fix it by moving line OnTrigger( "rocdoor_lever1_Moving", Map.rocdoor_Moving ) to the end of OnMapLoad and insert sleep(1) before it.1 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 used to do a bit of map scripting but work & life got in the way, so just reminding myself about doing it again. I'm no way near Palota's skills but I used to figure a lot out from referencing other scripts & learning from it. If you are going to look as scripting use Notepad++ from http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/tools/Notepad++/ It has extras to do with Omnibot map scripting i.e. CTRL + F9 checks for syntax errors, the amount of times I've missed a simple , or } saves loading et running the map & checking the console. I keep seeing Mateos doing updates on the program so only update from there. Read the Wiki on scripting and if your stuck ask, hopfully someone will have the time to help, just a tip try not to do it all at once get the simple stuff done then sort out the harder scripts at a later time when you understand more.1 point
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I modified C++ code so that GetEntTeam works for spawns. It's in the mod. On Windows you need to compile qagame_mp_x86.dll from project GameInterfaces\ET\src\game\game_2013.vcxproj. GetEntTeam is used in many map scripts, but it should not break anything because it is used only in region triggers which are triggered for CLASS.ANYPLAYER.1 point
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I installed S4NDMoD and I can see bots using MG42 guns.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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/vsay hi - v16
PuNkReAS reacted to hellreturn for a topic
Hello and welcome to our forums! Sorry for the delay in approval email. It had some issues, which should be good now. I will look into better solution in next few days.1 point -
Hi, I never used OB_DMS. I use keyboard shortcuts for everything. You can bind keys to Omni-bot commands in your server config. bind KP_INS "bot addbot" bind KP_DEL "bot kickall" bind g "bot sag" bind = "set timescale 9" bind - "set timescale 1" bind BACKSPACE "noclip" You can also define your custom commands in file omni-bot/rtcw/scripts/rtcw_autoexec_user.gm Commands["wc"] = function(_params) { ExecCommand("waypoint_addflag crouch"); }; Commands["g"] = function(_params) { ExecCommand("goal_create " + _params[0] + " " + _params[1]); }; Commands["gp"] = function(_params) { arg = _params[0]; if (tableCount(_params) > 1) { arg += " " + _params[1]; } ExecCommand("goal_setproperty " + arg); }; Commands["nav"] = function(_params) { if(_params[0]==null){ ExecCommand("waypoint_clearproperty paththrough"); } else{ ExecCommand("waypoint_setproperty paththrough Navigation_PT:" + _params[0]); } }; Bots need a gm script in order to know what to do. Have you read the wiki ? If you already made some waypoints, please post them here.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