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Mateos

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Everything posted by Mateos

  1. Good evening, Just witnessed something quite weird with a switch in V1 Rocket, only with silEnT, only with a least a bot in-game... There's a trigger called rocdoor_Moving, fired when you press a switch to open/close the room where you grab the rocket fuel, in the last map area This trigger is fired during map start, only under silEnT, only when a bot is in-game (tested with the Axis team) If yourself you jointed Axis, but no bot, no trigger; all this doesn't happen with OB mod I've noticed that on an online server, and was able to reproduce that locally; narrowed it down easily, because there's a single location where the Axis have that availability managed, and adding a MapDebugPrint revealed it (printed before OnMapLoad one btw) What kind of madness is this? After that MLB Egypt weird thingy some months ago Map download: Wolffiles.de - your filebase
  2. Thank you very much! Ah yes, with the worldspace the entity orientation is taken into account, so it remains on the Y axis, noice
  3. Good afternoon, I've wrote a little system to adjust MOBILEMORTAR target/orientation to track a MOVER, based on mapgoal_mobilemortar.gm SetProperty callback handling target case (basically replaced player position by MOVER origin), in a thread looping until the given MOBILEMORTAR goal gets unavailable, initially sleep 3 seconds because you'll still hit the vehicle that moved during this interval It works well until the bot runs out of charge, after which it seems to adjust after having shot, but not right before shooting the next one, thus shooting behind the MOVER I think so because lowering the sleep to 0.1 doesn't help (or is it due to some goal refresh timer?) Example of function called in a thread: // TODO Own table + check if target obj has moved, borrow usual EntityDefenceManagement stuff TestThread = function() { tstAxisMortar = GetGoal( "MOBILEMORTAR_AxisAlphaTest" ); tank = GetGoal( "MOVER_tank" ); while ( tstAxisMortar.IsAvailable( TEAM.AXIS ) ) { tbl = CalcTrajectory( tstAxisMortar.GetPosition() + Vector3( 0,0,32 ), tank.GetPosition(), 2350, 1 ); if ( !tbl ) { Util.MapDebugPrint( "^8Mortar trajectory not found for target " + tank.GetName() + " " + ToString( tank.GetPosition() ), true ); } else { dir = tbl[ tableCount( tbl ) - 1 ]; playerFace = Vec3FromSpherical( dir.GetYaw(), dir.GetPitch() - DegToRad( 60 ) ); tstAxisMortar.MortarAim[ 0 ] = playerFace; //Util.MapDebugPrint( tstAxisMortar.GetName() + " aim set to " + ToString( playerFace ), true ); tstAxisMortar.AdjustOrientation(); } sleep( .1 ); } Util.MapDebugPrint( "Exiting Mortar aim management thread", true ); } Tried that on the following map: Wolffiles.de - your filebase Attached the WIP waypoints to try that out directly Do you think I'm doing this right/this is a right thing to do? --- I'm planning on trying to determine the MOVER direction to move an ARTILLERY_S goal to stay in front of it, so there's a single goal that gets adjusted on its own all along There's just an origin for the MOVER and splines aren't readable, what do you think? --- Thanks in advance Regards, Mateos Christmas Hills Beta - Mortar tracking system test.zip
  4. 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
  5. With that very map flow it will work yes, no need to look further then Ah like region triggers, oki Thank you!
  6. Good evening, I just saw Neutral Barricades on Marrakech Streets 2 By Night Final, where the BUILD offset could be different for both teams, to have the Engis safe behind the crates Download in case: Wolffiles.de - your filebase Currently, the position (no offset [yet]) is exposed for both teams - Edit: or is it Use Point the correct feature I'm talking about? I don't think that can be handled with the current scripting possibilities? Would that be worth implementing? Regards, Mateos --- Extra question You can do mapGoal.AddUsePoint through script, but can this be done in-game through a console command?
  7. Oh right it's upon saving that they're converted to 0.9 format, the version serializers are all there to read and load Someone from ETS clan at the least So no need for a tool or script, perfect, thank you! Edit: I was unsure because, in the past, I did recompile and replace a single library, and then it went broke, because I was missing the newly added 0.9 serializer in an other lib I guess...
  8. Good afternoon, Is there a script or tool available to automatically convert 0.8x WAY files to 0.9 file format? Some people made navigational waypoints outside SVN for maps not having any over there, and now they're stuck ^^" Btw will try to get these files to incomplete_navs to avoid this in the future, if it is OK
  9. Good afternoon, I've noticed that ETUtil.SetExcludeIndexes isn't taken into account by bots for ESCORT goals until they die (even when going for an other goal like REVIVE then going back to ESCORT will not update) You can quickly see it on Ruins of Acquiesce latest waypoints from the SVN repo, there's a MapDebugPrint for related RegionTriggers, and it's working fine for the BUILD one Can someone confirm first? If reproduced, can the behaviour be aligned with the BUILD one? Thank you in advance Regards, Mateos
  10. Good evening, I wanted to edit the DrawSpawns ETUtil function/console command to render the Axis spawns in red and Allied ones in blue GetEntTeam doesn't work on CLASS.PLAYERSTART entity (returns null), and perhaps editing the C++ code can have side-effects (if some entity filtering is done using this command, and this kind of entity isn't supposed to be returned) I thought about reading the classname value to do the discrimination, but can't find any existing example in the GM files How to do so? Thank you
  11. Ah, wasn't precise enough regarding the table, I meant something like: Wp.SetWaypointFlag( "waypoint_name_given_to_several_waypoints", { "axis", "door" }, true );
  12. Good afternoon, I'm doing waypoints for a map which has team doors getting removed/added depending on destructibles I have set the same name for multiple waypoints to add/remove the team and door flags, so it only takes 1 call to Wp.SetWaypointFlag per flag (with a function being passed true/false ofc) Well, that's what I thought ^^' It is only performed on the 1st waypoint (lowest UID) It does look like an overlook, since there's no issue naming several waypoints the same way (they have their UID), and I don't see the point giving each waypoint a different name to have a different call to the function ^^' Extra question, haven't tried it: can a table be passed to that function? According to Wiki only a string is expected
  13. Good morning, I tried to run the cvp command on the Tank for the map Ruins of Acquiesce (ruins23), but it fails as follows: /bot cvp BUILD_neotics_tank CheckVehiclePath: Goal BUILD_neotics_tank is not vehicle According to the message, I'm doing the correct thing, but for some reason OB doesn't recognise the BUILD goal as a vehicle? I have a restricted connection as of now, so I can't provide a map download link, sorry ^^' Thank you in advance
  14. Good evening, I'm trying to implement the path through switch logic in ETL Warbell to allow Allied bots to get back to the first map area if they loose the flag; there are doors connected to a generator that can be opened by Allies through switches But the bots stay aside the waypoint targeted by the WaypointName field, reducing the radius doesn't help I tried to move closer the waypoint, but that isn't quite logic; and I don't see why it works elsewhere (e. g. other maps), but not in my case Attached the waypoints, map download link: https://www.etlegacy.com/packages/etl_warbell_v2 Also attached a screenshot Thank you in advance etl_warbell_path_through_switch_issue.zip
  15. Good morning, When playing the map through the OB mod, inside or outside the warmup, bots ride the Boat When playing through the silEnT mod, they ride it only during the warmup... Seen it online, reproduced locally, with devmap and through the hosting menu; clean 0.9.0 mod install The console prints once reachability issues, then nothing more Map download: either https://www.wolffiles.de/index.php?filebase&fid=584 (original) or https://www.wolffiles.de/index.php?filebase&fid=585 (fixed) Mod download: https://mygamingtalk.com/forums/files/file/38-silent/ Any idea why this is happening? Thanks in advance Regards Mateos
  16. Alright, I'll adjust these things; didn't know it could cause that much trouble, thank you Edit: Even MOVER_tank, used by ESCORT and MOUNT goals?
  17. Good evening, Axis bots seem to have trouble planting the Closet Door on that map; they keep switching between planting and roaming at a fast pace With the current waypoint on Assembla repo, with a little timescale command, you can quickly see an Axis Engi bot doing the necessary to reach that goal then glitch as pointed above Seen locally and online on a dedicated server Map download link: https://www.wolffiles.de/index.php?filebase&fid=771 Could someone please take a look?
  18. Good afternoon, On Christmas Hills, Axis can fire rockets at Allied Spawn every 46 seconds I'm looking for a way to tell Axis to not use the button during that time frame, but there is nothing printed in the console when using /bot debugtriggers on Is this possible? ^^' Map download link: https://www.harryhomers.org/et/download/etmain/hills_beta.pk3 Regards
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