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Mateos

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Everything posted by Mateos

  1. Good morning, Thank you for your answer I knew the ID could change depending on the compilation build but not with mods, yeah right mods injecting entities There's one spawn without a name so I'll go with an hardcoded constant then, and names with the other ones
  2. Good morning, I have a question regarding the team_WOLF_objective game entity I tried to grab their position using (example map: [uJE] Cathedral, after /entitylist): GetEntWorldAABB( GetGameEntityFromId( 102 ) ).CenterPoint() But it returns (0, 0, 0) I was wondering if these are special entities that don't have a position, or is it an OB-sided thingy, or something else? I know I can just define constants by hand, but I was wondering this still Thank you
  3. Alright; also tried meanwhile to put the role in both team tables, without luck So I'll be going with tinkering the range, thank you!
  4. Good afternoon, A little question regarding a goal shared by the 2 teams, but for which I'd like to give a role just for one team For instance, a neutral CP, for which on Allied side any spawn is equidistant, but that's not the case for Axis The idea was to give Axis a role so there's at least a bot or two having a different, closer spawn, and going for it But, once set, the Allies basically just ignore it Is it required to have a role on both teams in order for it to work like this? At this point of the map, the objective is straight, so there were no roles from that point, if this is a piece of information that can interfere Extra question: Can I modify an existing role to 'reuse' it, like Map.Roles.ALLIES.ATTACKER3.spawnpt = 0;? IIRC I've tested or previously asked, but the old forums are gone ^^' Or is it, like, statically loaded on map load, and then it's over? Thank you
  5. Good evening, I've just played the map online and noticed the Allies weren't planting the Main Radiomast (main objective with 2 radar parts to steal and secure) I've loaded up the map with its waypoints, drawn the PLANT_.* goals, and I saw there were no goal In case I've renamed the _goals file to something else, to start fresh, same result I've then created a custom PLANT goal called Main_Radiomast through the V menu I couldn't edit it for cover spot, so I did a map_restart, after a goal_save ofc Another draw_goals And then... a PLANT_Radiomast_1 is drawn! But not my PLANT_Radiomast! Commenting out my custom one and removing the _1 from the other, map_restart, not drawn again! The current map script handles that PLANT_Main_Radiomast_1, but the bots don't seem to do it Can someone confirm this? Map download link (based on PK3 name): https://www.wolffiles.de/index.php?filebase&fid=1030 Regards Mateos
  6. Oh OK Is there a way to detect when the game (ET, perhaps RtCW) is paused then? :/ Other than verifying that the time hasn't passed between 2 checks ^^'
  7. Good afternoon, In my local copy of the old wiki, in the Bot Library documentation, it was said for GetGameState: But when the game is paused, it still returns "Playing" Am I missing something? ^^'
  8. Yup, I've seen your commit earlier, I'll simplify my waypoints accordingly (especially that setting a null will affect tableCount accordingly) So that means the next OnExit is called after the previous one is over if no sleep/yield, that will also simplify the thingy! Thank you very much!
  9. Tested and it's fine as long as the Team isn't tested, may it be team switch/joining spec/disconnecting
  10. That were the first thought I had, I'll have to protect that table writing with a mutual exclusion because I will do that check not only on Enter/Exit events but through a thread that will be running while the objective is taken... But if that's faster than cycling through players then I'll go this way Will I have to be careful with disconnections? Like in the role management in the OB internal GM scripts, or do they trigger the Exit event?
  11. Good afternoon, I'd like to cycle through the players (not just bots!) from a team to check if they are in a AABB area; I'd like to count them when they're alive (so not dead nor waiting for a Medic) First check can be ETUtil.IsTeamDead, but that's ofc not enough I know how to cycle through bots with BotTable, and there seemed to be a function in the Bot library that could help but it is marked as deprecated (IsWaitingForMedic), and probably just work for bots? So I'm looking for the elements to build a loop to go through the players, and just for a particular team check if their position is inside the AABB while being able to walk... Basically just counting them I can then just sort a % with Server.Team[ team ].NumPlayers and say tell if the area is 'safe' for the other team to like secure an objective Could someone please point me to the right direction? I haven't found an example in the scripts (perhaps I'm just bad at searching ^^') Thanks
  12. Good evening, I've resumed working on Calculus waypoints, adding roles At first I've just added roles to camping goals (DEFEND, CAMP), but since the RIDE goal was following some CAMP goals, I've given the RIDE goal to the same roles as the CAMP ones As soon as I've done this, the bots stopped to do the RIDE goal, even though it is available and with a higher priority than the CAMP ones Perhaps the SWITCH one is also affected, but I haven't tested/checked yet I've sent the files over at the repository Could someone please check if the same happens to them? Perhaps it's something with my installation Regards, Mateos
  13. A first answer was provided here: github.com/jswigart/omni-bot/issues/16 But most of them are absent from the official repo heh ^^'
  14. By 7 and 8.1 I meant Windows, sorry ^^' The game, as sound as the event is triggered, stops responding and the usual Windoww window about a crash shows up (the one 'looking for a solution'...). I know a clan had an issue with one of my previous maps, where when the Tank got repaired and started moving (so, a script_mover), the server was crashing. And the map was too compiled under Windows 8.1. I can only use my 8.1 the week-ends, but I plan to make a prefab to check if the script_mover's do crash because of the OS used to compile, even though this sounds really weird...
  15. Good morning, I have a map which crashes upon a death event of an entity. It involves moving a script_mover's etc., but here's the strange issue. If the map is compiled under 7, no problem. If the map is compiled under 8.1, same GtkRadiant installed (and thus compiler, checked .proj files on both so they're the same, and pointing to the same compiler, the x64 one), the crash happens. On vanilla and any other mod, the game stops responding and crashes; while silEnT catches the error "bad cgame system trap: 24". Could you please share some information about this error? Thank you in advance, Regards, Mateos
  16. Well I played 3 or 4 maps in a row without issue on a silEnT server Hope it will last! Thank you I have two DLLs (not the qagame); Do you want me to try again with a dedicated on that install?
  17. Starting a dedicated on a clean install (thus no DLLs extracted yet) results in my last post Quote content: Starting is as admin doesn't change anything. Again, I have all my ETs out of Program Files. I will try first to load it as client to see if the DLLs are correctly extracted. Edit 1: Started through a shortcut loading directly a clean silEnT mod, it started; No DLL extracted still, will try to join a server now.
  18. The shorcut has: "C:\Jeux\Wolfenstein - Enemy Territory\ETDED.exe" +set dedicated 2 +set fs_game silent +map oasis It works fine in the other install o.o Is there some kind of PK3 in my etmain which could cause this?
  19. Only left the silent 0.8.1 PK3 and no DLL: Same pakX.pk3 files in all my installs, they're all copy/paste from my main one (checked checksum in case). DLLs are not extracted btw now, I guess the game has not been far enough to do so
  20. All my installs are already out of Program Files; On a lite install, for waypointing, I can host a dedicated and play on it (tested 2 maps); On my main installation, I get couldn't reopen pak2.pk3 while launching the dedicated server.
  21. I have all my ET installs excluded from Avast! scan, so it shouldn't be it; However it is configured to show nothing for full screen application, will try to disable that and see if it reacts towards the mod runtime. Edit: Nope, nothing on the side of the AV :/ Edit 2: Re-extracted manually the DLLs, it started, but when joining a server, I get another crash, and the windowed console displaying what's below (same for other ETPub-based mods, ETPub itself; ETPro/NQ are fine); Note that I'm a Windows 7 user, I start the game as admin, and it is installed out of Program Files (so I shouldn't get that Pure Server check thingy with the DLLs of the mod).
  22. Hello, I posted a topic over at SD forums, but I think I better post it here, since developers may have more knowledge and check more often this one ^^' The topic: http://forums.warchest.com/showthread.php/39844-Broken-ETPub-based-mods I haven't found anything on the Internet, and I did not have this issue before; Dunno what could have changed anything :/ Thanks in advance, Regards, Mateos
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