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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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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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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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foreach(g in Util.GoalTable("FLAGRETURN.*")) { Util.MapDebugPrint("Position " + g.GetPosition()); }1 point
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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
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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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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 -
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
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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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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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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 here1 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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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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If you don't script any restriction, it's the same for all bots1 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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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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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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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
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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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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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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
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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