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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, },
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Mateos reacted to palota in Path through switch - Delay between map trigger and OB script trigger
Here's my solution: voilegarde_b3.gm
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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.
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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
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Mateos reacted to palota in RTCW Waypointing/Goals menu
I uploaded new omnibot mod binaries for Windows 32bit to my Google drive.
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Mateos reacted to palota in RTCW Waypointing/Goals menu
I will increase MAX_MENUS from 64 to 128 in the next Omnibot mod version.
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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:
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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
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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.
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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.
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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 ?
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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.
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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
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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
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Mateos got a reaction from PuNkReAS in Mirroring the routes of bots
Waypoint Commands - MyGamingTalk
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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.
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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.
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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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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.
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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.
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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.
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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
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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) )
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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.
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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.