
palota
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Everything posted by palota
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Revive.gm Version 0.92
palota replied to BloodyNaberus's topic in Omnibot - Development, Discussion & Support
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. -
Revive.gm Version 0.92
palota replied to BloodyNaberus's topic in Omnibot - Development, Discussion & Support
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. -
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.
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Making bots stand still in a region trigger
palota replied to Mateos's topic in Omnibot - Development, Discussion & Support
You have to use paththrough navigation. Then in the navigate function you can stop the bot: this.Goto(this.Bot.GetPosition()); -
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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Navigation rnadehall
palota replied to vargatom's topic in Omnibot - Development, Discussion & Support
This is not a goal. It's a paththrough navigation. It is executed when a bot goes through that waypoint. Bots visit that location because there is DEFEND goal. If you want to change priority or make it class specific, you can set it on the DEFEND goal. -
About GRENADE and WatchForProjectile
palota replied to Mateos's topic in Omnibot - Development, Discussion & Support
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. -
About GRENADE and WatchForProjectile
palota replied to Mateos's topic in Omnibot - Development, Discussion & Support
Good morning, Which map is it ? Does the target entity have health information which could be used to calculate exact amount of grenades needed to destroy it ? We can't ignore EVENT.ENT_ENTER_RADIUS if distance is greater than AvoidRadius. If a bots is moving towards a grenade or a grenade is moving towards a bot, then the event is triggered once at distance 400. If you want bots to go to ammo cabinets, you can change priority: global OnBotJoin = function( bot ) { wpn = bot.GetWeapon(WEAPON.ALLY_GRENADE); if(wpn) { wpn.PrimaryFire.LowAmmoPriority = 0.82; } }; -
omnibot not starting
palota replied to vargatom's topic in Omnibot - Development, Discussion & Support
That wiki page was written 20 years ago. Maybe DrEvil did it. -
omnibot not starting
palota replied to vargatom's topic in Omnibot - Development, Discussion & Support
Why don't you use the PrintScreen key or Snipping tool to make screenshots ? There must not be "=" in server.cfg. You have to delete = after set omnibot_path. -
Request about the concept of Range
palota replied to Mateos's topic in Omnibot - Development, Discussion & Support
It would be too slow to search waypoints network every second for every bot. You can set a role for the goal and then assign the role to bots in triggers. -
0x1005a is number 90 converted to hexadecimal. You can use command /entitylist which prints all entities and their script names and target names. GetEntityByName searches target names. Where can we download pk3 file of this map ?
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Where can we download pk3 file of this map ? You should never use entity numbers because they depend on mods. You should use GetEntityByName instead of GetGameEntityFromId. If the entity does not have any name, then you can use TraceLine. Functions GetEntityByName and GetGameEntityFromId return null if the entity is invalid. Correct condition is: if(ent1) { print("Entity is valid"); } You must not use GetEntTeam in OnExit because it returns null if a player disconnected. Players can also change team when they are inside the region. See wiki how to count players in a region.
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You cannot query the current stamina.
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This is not related to bots. The same problem happens if you watch human players. There are a lot of bugs in the omnibot mod because it is based on the original game from year 2001. The spectator stamina is displayed correctly in newer mods (legacy, nitmod, noquarter, silent). It does not work in jaymod and etpub.
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gm scripts are case-sensitive. There must be Goto, not GoTo. Why didn't you copy the function from this page and paste it into your script (Ctrl+C, Ctrl+V) ?
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The end of EvalFunc }, should be on line 79 after return, not on line 86.
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Navigation = { stop = { EvalFunc = function() { return !this.StopTime || GetTime()-this.StopTime > 2; }, navigate = function() { this.Goto(this.Bot.GetPosition()); sleep(3); this.StopTime = GetTime(); }, }, },
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Use Paththrough Navigation Navigation = { stop = { navigate = function() { this.Goto(this.Bot.GetPosition()); sleep(3); }, }, }, /bot waypoint_setproperty paththrough Navigation_PT:stop
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After the wp_check command you can use commands /bot wt DUPE1; /bot wt DUPE2 etc.