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  1. 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
  2. 1st test with new binaries looking good thanks Just need to get the rest of the DMS working
    2 points
  3. I uploaded new omnibot mod binaries for Windows 32bit to my Google drive.
    2 points
  4. I will increase MAX_MENUS from 64 to 128 in the next Omnibot mod version.
    2 points
  5. 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
  6. palota

    mlb_daybreak

    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
  7. 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
  8. MickyP

    Questions

    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
  9. MickyP

    Questions

    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
  10. 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.
    1 point
  11. 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.
    1 point
  12. Engineers don't fire garand grenades when they are going to PLANT goals. Do you need to disable it for BUILD goals too ? Maybe I could add a new optional property to the BUILD goal which would be used for objectives that need a lot of charge. If you want to disable grenades in some narrow corridors, you can create a region trigger and use function ETUtil.DisableRifleNade. Function WeaponTable.SetWeaponAvailability can be used to set weapons for team/class, but it's not possible to set a weapon for a role. If you want to change weapons manually in triggers, you should set Map.DontSelectWeapons=true. That will solve the problem of spawn self killing, but it completely disables weapon selection globally for all bots.
    1 point
  13. palota

    Navigation rnadehall

    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
  14. 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
  15. palota

    omnibot not starting

    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
  16. palota

    Stop Bot

    You cannot query the current stamina.
    1 point
  17. palota

    Stop Bot

    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
  18. palota

    Stop Bot

    The end of EvalFunc }, should be on line 79 after return, not on line 86.
    1 point
  19. palota

    Stop Bot

    Navigation = { stop = { EvalFunc = function() { return !this.StopTime || GetTime()-this.StopTime > 2; }, navigate = function() { this.Goto(this.Bot.GetPosition()); sleep(3); this.StopTime = GetTime(); }, }, },
    1 point
  20. palota

    Stop Bot

    Use Paththrough Navigation Navigation = { stop = { navigate = function() { this.Goto(this.Bot.GetPosition()); sleep(3); }, }, }, /bot waypoint_setproperty paththrough Navigation_PT:stop
    1 point
  21. palota

    wp_check

    After the wp_check command you can use commands /bot wt DUPE1; /bot wt DUPE2 etc.
    1 point
  22. You can set g_engineerChargeTime
    1 point
  23. palota

    ENTFLAG.CARRYINGGOAL

    The chosen botToKill is never an engineer because botToKill has goal FLAG, but engineer has goal PLANT.
    1 point
  24. palota

    ENTFLAG.CARRYINGGOAL

    foreach(g in Util.GoalTable("FLAGRETURN.*")) { Util.MapDebugPrint("Position " + g.GetPosition()); }
    1 point
  25. palota

    ENTFLAG.CARRYINGGOAL

    It does not count dead players because dead players cannot carry anything. But you can get distance to a dropped object from a FLAGRETURN goal. foreach(g in Util.GoalTable("FLAGRETURN.*")) { d = DistanceBetween(g, Vec3(-1824, 2115, 4)); Util.MapDebugPrint("Distance " + d); }
    1 point
  26. palota

    ENTFLAG.CARRYINGGOAL

    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
  27. 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
  28. 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
  29. Hi I'm just looking at the map mp_ruiner (RTCW) & a lot of the automatically detected goals have a '!' at the end. This causes the following parse error in the goals file. error (232) parse error, expecting `'}'' or `','' Could not parse file nav/mp_ruiner_goals.gm Line 232 FLAG_Ruiners_head! = { CreateOnLoad = 0, GoalType = "Flag", Position = Vec3(1088.000, 4200.000, 208.000), TagName = "Ruiners head!", TeamAvailability = 4, }, I can fix the parse error by deleting the ! but it still shows as the original goalname in game & if I save the goals, it just creates a new goal with the original name. Same issue if I rename the goal in game as well --------------ALLIES-------------- ALLIES: FLAG_Ruiners_head! - 0.8 Just wondering if there is a way to fix this? It also causes a parse error in the script file made by "makemapgm" but that is easy fixable by removing the '!'
    1 point
  30. You can remove these in OnMapLoad and manually recreate them in-game through the console, using /bot goal_setproperty for all custom required properties
    1 point
  31. 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
  32. Scott Ward

    Howdy All

    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
  33. 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
  34. 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
  35. Hi Those commands were not coded into RTCW mod. I added them to GitHub now. They will be included in the next Omni-bot version. Will you make any waypoints for RTCW ?
    1 point
  36. MickyP

    Gate opening not working

    For the Axis I would use a Switch goal just to shut the gate & set the paththough waypoints to allies only as an option. This can be looked at another time. If you update the waypoints / script I can have a look & see what is wrong. I learnt by asking questions (a lot of questions) so if there is something you need to know & I (or someone else) has the time I/we can try & answer. Some of your questions on MapScripts might be answered here
    1 point
  37. MickyP

    Gate opening not working

    Ignore the bit about looking at mp_base, I wrongly assumed that there was a paththrough on the map (will see about fixing it) Look at the 110_factory script I know this uses Paththrough UseSwitch as I did it. Note that there is no blockwall flag as this would stop the bots using this path.
    1 point
  38. I committed modified goal_mobilemortar.gm to SVN, so it's available to all.
    1 point
  39. Waypoint Commands - MyGamingTalk
    1 point
  40. 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
  41. Hello palota, Thanks for the fix. i didnt check this file lmao. Ill tested it and it works. Cheers Beer
    1 point
  42. 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
  43. We can't use ent->s.number because Omni-bot runs it its own DLL and does not have access to internal data structures of the game. You can use TraceLine function to get entity ID.
    1 point
  44. 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
  45. 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, Mateos
    1 point
  46. 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
  47. MickyP

    Questions

    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
  48. It's easy. Just add two use points. Bots will find the shortest path and automatically choose the best use point for them. Console command saveusepoint (or sup) can be used to add use points. It creates a TXT file in omni-bot/et/user folder. Then you have to copy and paste it into OnMapLoad.
    1 point
  49. Thank you very much!
    1 point
  50. 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
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