
palota
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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.
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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.
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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
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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());
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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.
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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.
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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.
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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, }, }, },
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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.
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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.
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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.
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palota got a reaction from vargatom in Infinite energy for engineers or ...
You can set g_engineerChargeTime
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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, },
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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.
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palota got a reaction from vargatom in ENTFLAG.CARRYINGGOAL
foreach(g in Util.GoalTable("FLAGRETURN.*")) { Util.MapDebugPrint("Position " + g.GetPosition()); }
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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); }
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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); } }
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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
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palota got a reaction from Mateos in RTCW Waypointing/Goals menu
I uploaded new omnibot mod binaries for Windows 32bit to my Google drive.