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Showing content with the highest reputation since 01/25/25 in Posts

  1. Waypoint flag elevator is wrong.
    1 point
  2. Mateos

    Stuckages

    Edit et/scripts/goals/goal_checkstuck.gm, and set this.LogStuckage to true (l. 6)
    1 point
  3. I think by giving that switch the INFILTRATOR role, auto-given to bots in disguise; see: https://mygamingtalk.com/wiki/Roles
    1 point
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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
  9. You have to use paththrough navigation. Then in the navigate function you can stop the bot: this.Goto(this.Bot.GetPosition());
    1 point
  10. 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
  11. 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
  12. 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
  13. Adding a Name should work I think. Then you will see a name instead of 0.
    1 point
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