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Mateos

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Mateos last won the day on February 6

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About Mateos

  • Birthday 09/05/1992

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    Male
  • Location
    France
  • Interests
    Playing, mapping, programming.

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  1. Can you share the map name/download/waypoints? Is this ETL Warbell?
  2. Oh god the == instead of = on the var init >.> So it was initialized with a boolean and not a string as thought/expected... Hope to have a copy of your eyes someday I prefer your solution as the sleep is now in the door moving table rather than the button pressing one, looks more logic! Thank you very much for the investigation and related commits to the repo!
  3. What I did is watching the console and set a debug print at the top of the trigger OB script side I had the debugtriggers prints (all at once, thus making me think just use the one having a velocity, to know if the door is either opening or closing, since the button event is twice 'opening' on both events), then a delay before the debug print, that's what made me think there were a delay I've followed the wiki page about path through switch, but it seems, as did Tomek, that moving the Enabled false from 'after the Opening/Opened' to 'before' helps forcing bots stop using the button, even though the condition in ExitConditions looks right (first instruction of trigger is to change door status from Closed (0) to Opening (1), and ExitConditions tests status > Closed, just like in the wiki) IIRC most of OB is single-threaded, perhaps it stays somehow stuck in ExitConditions, and thus the status switch happens later; and as the map author did not protect the button from spamming, it gets the whole thing stuck; but why would setting Enabled to false would then make it react so quickly? I'm not sure to understand the flow; perhaps the issue here is only that the button is unprotected by map author, contrary to some other maps? Or am I totally misunderstanding things?
  4. I think, using your solution with 2 triggers, only moving Map.Switches.right_lab_door.Enabled = false; before the sleep( 1.25 ); is enough, and that makes the ExitCondition table useless, and seems to work yeah Was hoping for a working single-trigger solution, but heh Here's the merged work: voilegarde_b3.gm
  5. Good afternoon, I'm going through Chateau Voilegarde waypoints again, and I'm going through the button-commanded doors for Axis, so they get as quick as possible where they're needed I've noticed there's a delay between the console prints you have with `bot debugtriggers on` and the call of the OB trigger bound to it, where I change the door status, which is used in the ExitConditions (the table where you tell the bot to stop trying to click the button) The issue here is that these buttons can be spammed, which resets the door animation... The spamming stopping after the switch script table timeout Tried to play with timeout to see if it could help (initially 3000, tried 1000/750/150, kept 1000), but it quickly gets messy when it's crowded I'm using the door goto event to tell if it's opening or closing, the button has its own events since it moves, but since the events of both the button and the door are fired at once through the console command, I guess it's fine? I've attached my current waypoints, with the door near Axis Laboratory spawn scripted; Axis will spawn there and go through the path through switch when the Courtyard flag is owned by Allies, since it is the shortest path to get back to the flag Map download: https://www.wolffiles.de/index.php?filebase&fid=224 Thank you in advance Chateau Voilegarde Waypoints.zip
  6. You can remove these in OnMapLoad and manually recreate them in-game through the console, using /bot goal_setproperty for all custom required properties
  7. If you don't script any restriction, it's the same for all bots
  8. 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
  9. Yes, that's the best solution, so it's bound to the goal and not the bot using it, far better ^^ Thank you again!
  10. Thank you very much! ^^ It seems the forum's account can't be used to login to the Wiki, and creating new accounts seems disabled; is it possible to either get an account or that you add that documentation to the mortar page? ^^" Edit: Just realized this will suspend ALL mortar shooting, just not one btw ^^" This perhaps should be something like this.Bot.DontShootMortar?
  11. Nice! Do you think this is something that could be added in OB, so it's available to all? I don't think other weapon goals (especially large radius, explosive-kind weapons) would benefit from that (a simple make unavailable is fine, for e. g. airstrike/arty), so that they would do something else Only the mortar has that deployment requirement, with large radius/damage
  12. Good morning, I have scripted a system which automatically tracks a vehicle movement to adjust mortar targeting all along When the vehicle is at a destructible like a barrier, and that destructible gets planted, I'd like the mortar bot to stop shooting, but keep its goal (so stay crouched and deployed), until everything is either defused or destroyed I've looked at the dontshoot command to see if I could use that; I see there's a Shooting Disabled flag Is is a right way to go? If so, how can I set/unset that flag through script? Thank you in advance Regards Mateos
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