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palota

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Everything posted by palota

  1. 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.
  2. 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.
  3. 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 ?
  4. If you need to suspend mortar shooting for a specific goal, you can try to change Map.DontShootMortar to this.MapGoal.DontShootMortar.
  5. I committed modified goal_mobilemortar.gm to SVN, so it's available to all.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. I added MP34. Other weapons don't need to be handled in et_weapontables.gm because they have the same ID as original weapons.
  11. 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.
  12. 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.
  13. 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.
  14. I modified goal_mobilemortar.gm and commited it to SVN. Position in front of the tank is GetEntityWorldSpace( GetGoal("MOVER_tank").GetEntity(), Vec3(0,250,0) )
  15. Yes, you can disable combat movement in navigate and re-enable it in OnExit. But I think it would be better to create RegionTrigger.DisableCombatMovement.
  16. I decided to not rename the 0.8 folder because it would break everything for everybody. There are links to that 0.8 folder everywhere (on the wiki, forum or GitHub). We can't rename it now because it would cause a lot of trouble.
  17. SVN Assembla requires username and password, but it accepts anything (for example username: a, password: a).
  18. 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.
  19. 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.
  20. You can disable/enable the ESCORT goal to immediately change indexes. ETUtil.SetExcludeIndexes( "ESCORT_neotics_tank", RegionsTriggers.ESCORT_TANK_LEFT_OFFSETS ); SetAvailableMapGoals( TEAM.AXIS, false, "ESCORT_neotics_tank"); sleep(0.1); SetAvailableMapGoals( TEAM.AXIS, true, "ESCORT_neotics_tank");
  21. I modified C++ code so that GetEntTeam works for spawns. It's in the mod. On Windows you need to compile qagame_mp_x86.dll from project GameInterfaces\ET\src\game\game_2013.vcxproj. GetEntTeam is used in many map scripts, but it should not break anything because it is used only in region triggers which are triggered for CLASS.ANYPLAYER.
  22. How can I download cu mod ? I tried to google it but i couldn't find anything.
  23. You can download Omni-bot 0.9 from GitHub. List of changes is in changelog.txt file inside the ZIP.
  24. What is cU engine ? How can I download it ? Why is it better than S4NDMoD ?
  25. You have to create some ATTACK or DEFEND goals. Then use function SetAvailableMapGoals to enable or disable these goals.
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