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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. Hello, I’m looking for dedicated hosting for running a small game server for friends. I don’t know much about setup, so I’d like something user-friendly. Is HostingSource AMD server hosting trustworthy? Any recommendations?
    1 point
  11. Bots hold JUMP button because there is inwater flag on waypoint UID 110. You have to add a new waypoint between UID 109 and UID 110 (you can use command waypoint_split).
    1 point
  12. Logs are disabled by default since Omni-bot 0.9. To enable logs you have to set cvar omnibot_logsize. Value is maximal file size in KB.
    1 point
  13. Waypoint flag elevator is wrong.
    1 point
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    1 point
  15. Goals for both teams are enabled by Util.EnableGoal. Weapon properties are used mainly for heavy weapons like panzerfaust and flamethrower. That's why they have higher priority so that soldiers prefer their specific goals. If you don't like default priorities, you can change them by SetGoalPriority. Command /bot goal_setproperty weapon weapon_name is used to add a weapon to the list of permitted weapons. Command /bot goal_setproperty weapon clear is used to delete all weapons.
    1 point
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    1 point
  17. Mateos

    Stuckages

    Edit et/scripts/goals/goal_checkstuck.gm, and set this.LogStuckage to true (l. 6)
    1 point
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    1 point
  19. I think by giving that switch the INFILTRATOR role, auto-given to bots in disguise; see: https://mygamingtalk.com/wiki/Roles
    1 point
  20. PuNkReAS

    Revive.gm Version 0.92

    I'm not a developer, but is this the file I posted about earlier in another topic? Isn't it possible to make it so that when you get shot, the doctor bot doesn't load your gun first and then give you a shot, but the other way around? This would improve the game experience a lot.
    1 point
  21. Hello, You can see the DepotRoof trigger from Fuel Dump script; players going in limbo do trigger OnExit IIRC, was fixed quite some time ago
    1 point
  22. 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
  23. 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
  24. 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
  25. You have to use paththrough navigation. Then in the navigate function you can stop the bot: this.Goto(this.Bot.GetPosition());
    1 point
  26. 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
  27. 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
  28. 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
  29. I updated goal_rolemanager.gm now so that you can use AllBots=true to assign all other bots to that role: Roles = { ALLIES = { AllBots = true, DEFENDER1 = { numbots = 2, }, DEFENDER2 = { numbots = 2, AllBots = true, }, }, },
    1 point
  30. 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
  31. 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
  32. palota

    Stop Bot

    You cannot query the current stamina.
    1 point
  33. 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
  34. 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
  35. palota

    Stop Bot

    The end of EvalFunc }, should be on line 79 after return, not on line 86.
    1 point
  36. 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
  37. 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
  38. palota

    wp_check

    After the wp_check command you can use commands /bot wt DUPE1; /bot wt DUPE2 etc.
    1 point
  39. You can set g_engineerChargeTime
    1 point
  40. 1 point
  41. Adding a Name should work I think. Then you will see a name instead of 0.
    1 point
  42. MickyP

    Gate opening not working

    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
  43. 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
  44. hellreturn

    Website Updated

    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.
    1 point
  45. Hi, I am just installed the SilEnT Mod on my server and it's failing to start I get this out put in the logs. can some one please help me? ET 2.60b linux-i386 May 8 2006 ----- FS_Startup ----- Current search path: /usr/share/games/enemy-territory/silent/silent-0.9.0.pk3 (528 files) /usr/share/games/enemy-territory/silent /usr/share/games/enemy-territory/etmain/pak2.pk3 (22 files) /usr/share/games/enemy-territory/etmain/pak1.pk3 (10 files) /usr/share/games/enemy-territory/etmain/pak0.pk3 (3725 files) /usr/share/games/enemy-territory/etmain/mp_bin.pk3 (6 files) /usr/share/games/enemy-territory/etmain ---------------------- 4291 files in pk3 files execing default.cfg couldn't exec language.cfg couldn't exec autoexec.cfg Hunk_Clear: reset the hunk ok Bypassing CD checks Found high quality video and fast CPU --- Common Initialization Complete --- Opening IP socket: localhost:27960 Hostname: web-01 IP: 127.0.1.1 stdin is not a tty, tty console mode failed execing objectivecycle.cfg g_gametype will be changed upon restarting. ------ Server Initialization ------ Server: oasis Hunk_Clear: reset the hunk ok ----- FS_Startup ----- Current search path: /usr/share/games/enemy-territory/silent/silent-0.9.0.pk3 (528 files) /usr/share/games/enemy-territory/silent /usr/share/games/enemy-territory/etmain/pak2.pk3 (22 files) /usr/share/games/enemy-territory/etmain/pak1.pk3 (10 files) /usr/share/games/enemy-territory/etmain/pak0.pk3 (3725 files) /usr/share/games/enemy-territory/etmain/mp_bin.pk3 (6 files) /usr/share/games/enemy-territory/etmain ---------------------- 8582 files in pk3 files Sys_LoadDll(/usr/share/games/enemy-territory/silent/qagame.mp.i386.so)... Sys_LoadDll(/usr/share/games/enemy-territory/silent/qagame.mp.i386.so) failed: "libstdc++.so.6: cannot open shared object file: No such file or directory" Sys_LoadDll(/usr/share/games/enemy-territory/silent/qagame.mp.i386.so)... Sys_LoadDll(/usr/share/games/enemy-territory/silent/qagame.mp.i386.so) failed: "libstdc++.so.6: cannot open shared object file: No such file or directory" Sys_LoadDll(qagame) failed dlopen() completely! ----- Server Shutdown ----- Resolving etmaster.idsoftware.com etmaster.idsoftware.com resolved to 192.246.40.60:27950 Sending heartbeat to etmaster.idsoftware.com --------------------------- Sys_Error: VM_Create on game failed
    1 point
  46. I have that setted in my server config and it works: // Omni-bots set omnibot_enable 1 set omnibot_path "" set g_bot_maxXP 8000 set omnibot_flags 262144
    1 point
  47. How do i enable bots here?
    1 point
  48. tried installing this apt-get install lib32stdc++6 And I got it working
    1 point
  49. "libstdc++.so.6: cannot open shared object file: No such file or directory" thats exactly your problem. I think u are missing the 32 bit version of libc and libstdc++
    1 point
  50. Sol

    Small LUA Server API

    Updated. server_api.zip
    1 point
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