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palota

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palota last won the day on March 7

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  1. It's ok to upload it to the Assembla. Can you create a new RTCW folder in the repository root ?
  2. 32bit version is only required for mods (SilEnT, n!tmod, Jaymod, NoQuarter, ...). But if you want to make waypoints, it is much easier to install 64bit ET:Legacy, because it does not depend on any packages or libraries. The 64bit ET:Legacy works on many 64bit Linux distros. I tested it on Ubuntu and Debian. Your et_powescape waypoints are for old Omni-bot 0.8. You should update Omni-bot to version 0.9.
  3. 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.
  4. 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.
  5. 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 ?
  6. If you need to suspend mortar shooting for a specific goal, you can try to change Map.DontShootMortar to this.MapGoal.DontShootMortar.
  7. I committed modified goal_mobilemortar.gm to SVN, so it's available to all.
  8. 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.
  9. Hello Beer, thank you for giving me access to your Github project. I fixed the mg42 so that bots can use them and repair them.
  10. Only Beer knows why this is happening. He is the only one who can fix it. I can't do anything because I don't have Pub mod or cU engine. He refused to give them to me. I don't understand why he wants to keep his mods private. s4ndmod is free and open source. Everybody can download it. It works with Omni-bot 0.90, if you update the version number and recompile it from source code.
  11. Where have you found the waypoints ? Can you add them to the SVN repository ? You can use Server.MinClassCount to add more covert ops to the game.
  12. I added MP34. Other weapons don't need to be handled in et_weapontables.gm because they have the same ID as original weapons.
  13. Waypoints are rendered by this line: trap_R_AddPolyToScene( cgs.media.railCoreShader, 4, verts ); I don't know why they fade. Maybe it depends on the shader.
  14. 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.
  15. 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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