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palota

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palota last won the day on February 22

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  1. Bots hold JUMP button because there is inwater flag on waypoint UID 110. You have to add a new waypoint between UID 109 and UID 110 (you can use command waypoint_split).
  2. Logs are disabled by default since Omni-bot 0.9. To enable logs you have to set cvar omnibot_logsize. Value is maximal file size in KB.
  3. @ Mateos Route to "DEFEND_Flag_.*" in battery is useless because these goals are immediately disabled after allies capture the flag. All Axis bots run to the CHECKPOINT goal. I tried to manually enable "DEFEND_Flag_.*" and disable CHECKPOINT and then routes with weights work as expected. Some bots go downstairs and some bots go upstairs. @ vargatom Please attach all your waypoint files and share link to your map.
  4. native12 is making the waypoints of dam_revengev2 and already got the elevator working. He will commit it to SVN after he would finish the waypoints.
  5. Goals for both teams are enabled by Util.EnableGoal. Weapon properties are used mainly for heavy weapons like panzerfaust and flamethrower. That's why they have higher priority so that soldiers prefer their specific goals. If you don't like default priorities, you can change them by SetGoalPriority. Command /bot goal_setproperty weapon weapon_name is used to add a weapon to the list of permitted weapons. Command /bot goal_setproperty weapon clear is used to delete all weapons.
  6. No, it's different file. The RELOAD goal is implemented in omnibot_et.dll. But this problem with medic has already been fixed in version 0.92. Omni-bot 0.83 does not work. Revived bots cannot hit enemies. I tested it now. I stood just in front of a soldier with mobile MG42. I saw him shooting hundreds of bullets, but he did not hurt me. I've recently updated goal_respawn.gm so that engineers can be revived. I think it's a good strategy to keep engineers alive so that they can build and destroy objectives while others are covering them. I've also enabled it for bots that have heavy or sniper weapons.
  7. Revived bots are useless because they cannot hit any enemy. They will be like a meat shield. But if you really want to enable revive in NQ, then it's easy. Just delete file omni-bot/et/scripts/goals/goal_respawn.gm.
  8. If you revive a bot in NQ, then all his bullets are bent 90 degrees. The revived bot can only shoot himself in the foot or kill teammates who are standing next to him. Do you really want team killers on your server ? I would recommend to use legacy mod which is newer with more features and less bugs.
  9. 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.
  10. This project has been inactive for 10 years. Are developers still alive ? The problem is that there are many bugs in silEnT mod. Nobody can fix the bugs if the source code is not available.
  11. 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.
  12. 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
  13. You have to use paththrough navigation. Then in the navigate function you can stop the bot: this.Goto(this.Bot.GetPosition());
  14. 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.
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