Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 10/12/23 in all areas

  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. 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
    1 point
  13. You have to use paththrough navigation. Then in the navigate function you can stop the bot: this.Goto(this.Bot.GetPosition());
    1 point
  14. 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
  15. 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
  16. 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
  17. palota

    EntityIsValid

    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
  18. palota

    Stop Bot

    You cannot query the current stamina.
    1 point
  19. 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
  20. palota

    Stop Bot

    gm scripts are case-sensitive. There must be Goto, not GoTo. Why didn't you copy the function from this page and paste it into your script (Ctrl+C, Ctrl+V) ?
    1 point
  21. 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
  22. palota

    wp_check

    After the wp_check command you can use commands /bot wt DUPE1; /bot wt DUPE2 etc.
    1 point
  23. You can set g_engineerChargeTime
    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. Need to find time to play ET with my buddies first and then BF5 / Warzone
    1 point
  29. 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
  30. 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
  31. 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
  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. 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
  35. MickyP

    Gate opening not working

    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
  36. Mateos

    Gate opening not working

    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 Allies
    1 point
  37. If you need to suspend mortar shooting for a specific goal, you can try to change Map.DontShootMortar to this.MapGoal.DontShootMortar.
    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. Hello palota, Thanks for the fix. i didnt check this file lmao. Ill tested it and it works. Cheers Beer
    1 point
  41. 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
  42. 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
  43. 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
  44. 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
  45. 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
  46. 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
  47. 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
  48. palota

    Questions

    SVN Assembla requires username and password, but it accepts anything (for example username: a, password: a).
    1 point
  49. 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
  50. Sol

    Small LUA Server API

    Updated. server_api.zip
    1 point
×
×
  • Create New...