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palota

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Posts posted by palota

  1. 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.

     

  2. 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.

  3. 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.

  4. 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;
    	}
    };

     

  5. 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.

  6. On 12/14/2024 at 5:06 PM, vargatom said:

    When I follow a BOT in spectator mode and BOT sprints why doesn't show that his stamina is running out?

    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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