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Mateos

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  1. 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
  2. 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
  3. Like
    Mateos got a reaction from PuNkReAS in Mirroring the routes of bots   
    Waypoint Commands - MyGamingTalk
  4. 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.
  5. 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.
  6. 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.
  7. Thanks
    Mateos reacted to palota in Legacy mod new weapons support   
    I added MP34.
    Other weapons don't need to be handled in et_weapontables.gm because they have the same ID as original weapons.
  8. Thanks
    Mateos reacted to palota in Question about GameId number   
    We can't use ent->s.number because Omni-bot runs it its own DLL and does not have access to internal data structures of the game.
    You can use TraceLine function to get entity ID.
     
  9. Thanks
    Mateos reacted to palota in V1 Rocket (Beta 2) - SWITCH entity triggered if bot in-game at map start in silEnT mod only...   
    If there is at least one bot, then OnMapLoad is called immediately before OnBotJoin. If there are no bots, then OnMapLoad is called from BotUpdate. It depends on mod when it sends GAME_CLIENTCONNECTED event and when it calls BotUpdate function. Your gm map script should not depend on specific time when OnMapLoad is called. It can be one time frame earlier in silEnT.
    The door lever is always moved at the beginning of the game. Your trigger function will be called only if it is registered by OnTrigger. The trigger is missed if OnTrigger is called after the lever has moved.
    You can fix it by moving line OnTrigger( "rocdoor_lever1_Moving", Map.rocdoor_Moving ) to the end of OnMapLoad and insert sleep(1) before it.
  10. Like
    Mateos got a reaction from PuNkReAS in Disabling combat movement in path through (re-enabling it in OnExit ofc/automatically?)   
    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
  11. Like
    Mateos reacted to palota in Mortar to track MOVER - Aim is adjusted after shooting, not right before   
    I modified goal_mobilemortar.gm and commited it to SVN.
    Position in front of the tank is GetEntityWorldSpace( GetGoal("MOVER_tank").GetEntity(), Vec3(0,250,0) )
     
  12. Like
    Mateos reacted to palota in Disabling combat movement in path through (re-enabling it in OnExit ofc/automatically?)   
    Yes, you can disable combat movement in navigate and re-enable it in OnExit.
    But I think it would be better to create RegionTrigger.DisableCombatMovement.
  13. Like
    Mateos reacted to palota in Script or tool to automatically convert 0.8x WAY files to 0.9 file format   
    I decided to not rename the 0.8 folder because it would break everything for everybody. There are links to that 0.8 folder everywhere (on the wiki, forum or GitHub). We can't rename it now because it would cause a lot of trouble.
  14. Like
    Mateos reacted to palota in BUILD offset availability/management per team, in the case of a neutral goal   
    It's easy. Just add two use points. Bots will find the shortest path and automatically choose the best use point for them.
    Console command saveusepoint (or sup) can be used to add use points. It creates a TXT file in omni-bot/et/user folder. Then you have to copy and paste it into OnMapLoad.
     
  15. Thanks
    Mateos reacted to MickyP in Questions   
    I did try & do RTCW version but I had a issue getting it to show up, I've just done a new test (just editing text) which did work.
    For RTCW you need to edit mp_pak1.pk3\ui_mp\wm_quickmessageAlt & create a new pk3 in the same directories, its a little bit more hard work as 1 line in the ET menu you have to scroll down 50+ lines in the RTCW version. It looks like it can be done but its a lot of work
    The DMS program was never designed to waypoint from it was rather to add waypoint flags without me having to remember exact command or which key bind it related to, it then progressed to adding goals without the need to open the console to manually type 3 or 4 commands for each one. After that I just added more bit that I found useful.
     
    If you need there are some ET binds in here that should work fine in RTCW, I used the binds in combination with the DMS
    http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/tools/waypointing_configs/
  16. Thanks
    Mateos got a reaction from PuNkReAS in Reading an entity value using its key   
    Thank you very much!

  17. Thanks
    Mateos reacted to palota in Reading an entity value using its key   
    I modified C++ code so that GetEntTeam works for spawns. It's in the mod. On Windows you need to compile qagame_mp_x86.dll from project GameInterfaces\ET\src\game\game_2013.vcxproj.
    GetEntTeam is used in many map scripts, but it should not break anything because it is used only in region triggers which are triggered for CLASS.ANYPLAYER.
  18. Thanks
    Mateos reacted to palota in Wp.SetWaypointFlag when several waypoints have the same name   
    I will add possibility to set multiple navigation flags in the next Omni-bot version.
  19. Thanks
    Mateos reacted to palota in Questions   
    You've converted the waypoints successfully. Now you should create some goals.
    Add a CAPPOINT goal at the ship so that Allies know where to take the documents Add three GRENADE goals to destroy barriers on the beach Enable MOUNTMG42 goals for Axis team Change priorities. CHECKPOINT_beach_flag should have the same priority as FLAG_War_Documents. Create routes.
  20. Thanks
    Mateos reacted to palota in Questions   
    Did you read the wiki ? The cappoint must be created by these commands when you are standing at the exit:
    /bot goal_create cappoint transmitter /bot goal_save I attached gm script which disables PLANT_2transmitter7 goal so that engineers do not drop dynamite near the transmitter.
    basor2light.gm
  21. Thanks
    Mateos reacted to palota in Goldrush RtCW/ET   
    I made waypoints for KT_G-Rush. You can download them from GitHub.
  22. Thanks
    Mateos reacted to palota in Omnibot connecting issue   
    It is compatible. Do you have installed the latest Omni-bot version 0.87 ?
    This is not related to the connection issue. If you have more questions, start a new topic.
  23. Thanks
    Mateos reacted to palota in Wiki pages   
    Omni-bot wiki has been moved to https://mygamingtalk.com/wiki/OMNIBOT_-_Enemy_Territory_Modification
     
  24. Like
    Mateos reacted to palota in Path through Switch - bot outside WaypointName waypoint radius   
    Oops, there are 2 doors. The upper door is accessible only by trick jump or cheating. The lower door switch position is Vec3(-2277, -521, 292).
     
     
     
  25. Like
    Mateos reacted to palota in MLB Egypt and silEnT mod: bots don't ride the Boat outside of warmup   
    The boat initially spawns in a secret room at coordinates (-5730, 1664, -1218). Then it is moved to the river after one time frame.
    I fixed the mlb_egypt.gm script.
     
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