palota
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Posts posted by palota
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@ 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.
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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.
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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.
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On 8/13/2025 at 11:30 AM, PuNkReAS said:
I'm not a developer, but is this the file I posted about earlier in another topic?
Isn't it possible to make it so that when you get shot, the doctor bot doesn't load your gun first and then give you a shot, but the other way around? This would improve the game experience a lot.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.
On 7/28/2025 at 8:33 PM, BloodyNaberus said:But why does Omni-bot 0.83 work then - and bots wont be useless meat?
Since the NQ Version doesn’t change at all.
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.
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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.
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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.
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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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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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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.
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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; } }; -
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That wiki page was written 20 years ago. Maybe DrEvil did it.
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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.
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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 ?
ERROR Loading Waypoints
in Omnibot - Development, Discussion & Support
Posted
What is the error ? Image warbell_12346.jpg does not exist.