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Mateos

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  1. Thanks
    Mateos reacted to palota in Can't figure out why a specific TRIPMINE goal does not work   
    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.
  2. Thanks
    Mateos reacted to palota in Is Util.ExcludeClass/priorities supposed to work with ROUTE goals?   
    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.
     
  3. Thanks
    Mateos reacted to palota in Custom BUILD goal not selected, no error in console   
    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  
  4. Thanks
    Mateos reacted to palota in Making bots stand still in a region trigger   
    You have to use paththrough navigation. Then in the navigate function you can stop the bot:
    this.Goto(this.Bot.GetPosition());  
  5. Thanks
    Mateos reacted to palota in Ensure a bot having a specific role uses a weapon until a given trigger   
    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.
  6. Thanks
    Mateos reacted to palota in About GRENADE and WatchForProjectile   
    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.
  7. Thanks
    Mateos reacted to palota in Roles - Having n bot taking a role and all the other bots taking an other one automatically   
    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, }, }, },  
  8. Sad
    Mateos reacted to palota in Mobile mortar bot not going for in-range available AMMOCAB when out of ammo   
    You increased the range of the MORTAR goal. But you have to increase the range of the AMMOCAB goal which is only 1250.
    AMMOCAB_main_ammocabinet = { CreateOnLoad = 0, GoalType = "AMMOCAB", Position = Vec3(1512.000, 939.000, 516.000), Range = 1250, TeamAvailability = 6, },  
  9. Thanks
    Mateos reacted to palota in Path through switch - Delay between map trigger and OB script trigger   
    Here's my solution:  voilegarde_b3.gm
  10. Thanks
    Mateos reacted to TomekKromek in Path through switch - Delay between map trigger and OB script trigger   
    voilegarde_b3.gm

    That's my solution. Not the cleanest solution but from my testing it works. For checking if the doors are opening and eventually opened I use "rightlabdoor_button_Moving". 
    Check Right_Lab_Door_Moving2 to see what I did there.
     
     
  11. Like
    Mateos reacted to MickyP in RTCW Waypointing/Goals menu   
    1st test with new binaries looking good thanks
    Just need to get the rest of the DMS working



     
  12. Like
    Mateos reacted to palota in RTCW Waypointing/Goals menu   
    I uploaded new omnibot mod binaries for Windows 32bit to my Google drive.
  13. Like
    Mateos reacted to palota in RTCW Waypointing/Goals menu   
    I will increase MAX_MENUS from 64 to 128 in the next Omnibot mod version.
  14. Like
    Mateos reacted to MickyP in RTCW Waypointing/Goals menu   
    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:





  15. Like
    Mateos got a reaction from PuNkReAS in Parse error with '!' in goals file   
    You can remove these in OnMapLoad and manually recreate them in-game through the console, using /bot goal_setproperty for all custom required properties
  16. Like
    Mateos reacted to Scott Ward in Howdy All   
    Some "may" know / remember me as BubbaG1 - would have used that as my display name but assumed I would add that later.  Silly me!
    I was with the **DRC** (Das Rebellion Clan) for Enemy Territory and helped with waypointing / scripting for a hot minute.  A few of us are playing ETL so figured I would help again, where I can.  Will have to get back up-to-speed on what is possible.
    Great to see this crew is still around and enjoying the games.
    I am an old phart that primarily does web development / IT now for a company based in Stuttgart, Germany though I am located in Central USA.
  17. Thanks
    Mateos reacted to palota in 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.
  18. Thanks
    Mateos reacted to palota in RTCW Waypointing/Goals menu   
    Hi
    Those commands were not coded into RTCW mod. I added them to GitHub now. They will be included in the next Omni-bot version.
    Will you make any waypoints for RTCW ?
  19. Thanks
    Mateos reacted to palota in RTCW Waypointing/Goals menu   
    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.
  20. Thanks
    Mateos got a reaction from PuNkReAS in Gate opening not working   
    If you don't script any restriction, it's the same for all bots
  21. Thanks
    Mateos got a reaction from PuNkReAS in Gate opening not working   
    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
  22. Like
    Mateos got a reaction from PuNkReAS in Mirroring the routes of bots   
    Waypoint Commands - MyGamingTalk
  23. Thanks
    Mateos reacted to palota in Temporarily disable a specific bot shooting   
    If you need to suspend mortar shooting for a specific goal, you can try to change Map.DontShootMortar to this.MapGoal.DontShootMortar.
  24. Thanks
    Mateos reacted to palota in Temporarily disable a specific bot shooting   
    I committed modified goal_mobilemortar.gm to SVN, so it's available to all.
  25. Thanks
    Mateos reacted to palota in Temporarily disable a specific bot shooting   
    The command dontshoot is used to disable attacking enemies. It does not work for scripted goals (mortar, grenade, airstrike).
    You can modify line 72 in file goal_mobilemortar.gm:
    if (!Map.DontShootMortar) { this.Bot.FireWeapon(); } Then set Map.DontShootMortar in planted/defused/destroyed triggers.
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