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palota

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  1. Thanks
    palota got a reaction from Mateos in Can't figure out why a specific TRIPMINE goal does not work   
    The bot does not stand exactly at the center of the goal. The distance from the goal to the wall is less than 64, but the distance from the bot to the wall is greater than 64.
    I fixed the problem now and commited it to the SVN.
  2. Thanks
    palota got a reaction from Mateos in Is Util.ExcludeClass/priorities supposed to work with ROUTE goals?   
    Priorities of ROUTE goals were ignored. It will be fixed in the next Omni-bot version, or you can build it now from GitHub.
    The 1944_nordwind map automatically changes spawns just after a player joins the game, so you have to add yield() before ChangeSpawnPoint.
     
  3. Thanks
    palota got a reaction from Mateos in Custom BUILD goal not selected, no error in console   
    TraceLine does not hit anything at the beginning of the game because the construction materials are not there until the path is destroyed.
    But you can set entity name instead of trace:
    /bot goal_setproperty entityname axispath1_toi  
  4. Thanks
    palota got a reaction from Mateos in Making bots stand still in a region trigger   
    You have to use paththrough navigation. Then in the navigate function you can stop the bot:
    this.Goto(this.Bot.GetPosition());  
  5. Thanks
    palota got a reaction from Mateos in Ensure a bot having a specific role uses a weapon until a given trigger   
    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.
  6. Thanks
    palota got a reaction from vargatom in Navigation rnadehall   
    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.
  7. Thanks
    palota got a reaction from Mateos in About GRENADE and WatchForProjectile   
    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.
  8. Thanks
    palota got a reaction from Mateos in Roles - Having n bot taking a role and all the other bots taking an other one automatically   
    I updated goal_rolemanager.gm now so that you can use AllBots=true to assign all other bots to that role:
    Roles = { ALLIES = { AllBots = true, DEFENDER1 = { numbots = 2, }, DEFENDER2 = { numbots = 2, AllBots = true, }, }, },  
  9. Like
    palota got a reaction from vargatom in omnibot not starting   
    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.
  10. Like
    palota got a reaction from vargatom in EntityIsValid   
    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.
  11. Like
    palota got a reaction from vargatom in Stop Bot   
    You cannot query the current stamina.
  12. Like
    palota got a reaction from vargatom in Stop Bot   
    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.
  13. Like
    palota got a reaction from vargatom in Stop Bot   
    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) ?
     
  14. Like
    palota got a reaction from vargatom in Stop Bot   
    The end of EvalFunc }, should be on line 79 after return, not on line 86.
  15. Like
    palota got a reaction from vargatom in Stop Bot   
    Navigation = { stop = { EvalFunc = function() { return !this.StopTime || GetTime()-this.StopTime > 2; }, navigate = function() { this.Goto(this.Bot.GetPosition()); sleep(3); this.StopTime = GetTime(); }, }, },  
  16. Like
    palota got a reaction from vargatom in Stop Bot   
    Use Paththrough Navigation
    Navigation = { stop = { navigate = function() { this.Goto(this.Bot.GetPosition()); sleep(3); }, }, },  
    /bot waypoint_setproperty paththrough Navigation_PT:stop
  17. Like
    palota got a reaction from vargatom in wp_check   
    After the wp_check command you can use commands /bot wt DUPE1; /bot wt DUPE2 etc.
  18. Like
    palota got a reaction from vargatom in Infinite energy for engineers or ...   
    You can set g_engineerChargeTime
  19. Sad
    palota got a reaction from Mateos in Mobile mortar bot not going for in-range available AMMOCAB when out of ammo   
    You increased the range of the MORTAR goal. But you have to increase the range of the AMMOCAB goal which is only 1250.
    AMMOCAB_main_ammocabinet = { CreateOnLoad = 0, GoalType = "AMMOCAB", Position = Vec3(1512.000, 939.000, 516.000), Range = 1250, TeamAvailability = 6, },  
  20. Like
    palota got a reaction from vargatom in ENTFLAG.CARRYINGGOAL   
    The chosen botToKill is never an engineer because botToKill has goal FLAG, but engineer has goal PLANT.
  21. Like
    palota got a reaction from vargatom in ENTFLAG.CARRYINGGOAL   
    foreach(g in Util.GoalTable("FLAGRETURN.*")) { Util.MapDebugPrint("Position " + g.GetPosition()); }  
  22. Like
    palota got a reaction from vargatom in ENTFLAG.CARRYINGGOAL   
    It does not count dead players because dead players cannot carry anything. But you can get distance to a dropped object from a FLAGRETURN goal.
    foreach(g in Util.GoalTable("FLAGRETURN.*")) { d = DistanceBetween(g, Vec3(-1824, 2115, 4)); Util.MapDebugPrint("Distance " + d); }  
  23. Like
    palota got a reaction from vargatom in ENTFLAG.CARRYINGGOAL   
    for ( i = 0; i < 64; i += 1 ) { if ( EntityIsValid(i) && GetEntFlags(i, ENTFLAG.CARRYINGGOAL) ){ d = DistanceBetween(i, Vector3(-1824, 2115, 4)); Util.MapDebugPrint("Distance " + d); } }  
  24. Thanks
    palota got a reaction from Mateos in Path through switch - Delay between map trigger and OB script trigger   
    Here's my solution:  voilegarde_b3.gm
  25. Like
    palota got a reaction from Mateos in RTCW Waypointing/Goals menu   
    I uploaded new omnibot mod binaries for Windows 32bit to my Google drive.
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