palota
-
Posts
75 -
Joined
-
Last visited
-
Days Won
53
Content Type
Forums
Profiles
Events
Gallery
Downloads
Articles
Posts posted by palota
-
-
-
The problem is that the file is very long and there are too many menus. Only 35 menus work. Others are ignored. Which version of RTCW do you have ? I use iortcw-1.51c.
-
I tried it, but I can't open menus after Goal Options.
-
It's ok to upload it to the Assembla. Can you create a new RTCW folder in the repository root ?
-
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.
-
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.
- Mateos and hellreturn
- 2
-
-
-
-
-
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.
-
-
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.
-
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.
-
-
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.
-
-
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.
-
-
-
-
-
It's easy. Just add two use points. Bots will find the shortest path and automatically choose the best use point for them.
Console command saveusepoint (or sup) can be used to add use points. It creates a TXT file in omni-bot/et/user folder. Then you have to copy and paste it into OnMapLoad.
-
How many waypoints have you found ? Who are those people ?
Omni-bot 0.9 can load both 0.8 and 0.9 waypoints, so it's OK to submit old 0.8 waypoints to incomplete_navs.
RTCW Waypointing/Goals menu
in Omnibot - Development, Discussion & Support
Posted
I uploaded new omnibot mod binaries for Windows 32bit to my Google drive.