
palota
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palota reacted to MickyP in Questions
I'll start with the bots not getting the flag
Without goals the bots will just wander around the map, the issue here is that the CHECKPOINT goal (the flag) is not been detected, this is why the bots were not going for the flag.
To see what the bots goals are type
/bot sag into the console, on this map there are only EXPLODE & PLANT goals, this showed that there was not a goal for either flag.
I'm not that familiar with RTCW so I'm not sure if this a omnibot or a map issue & manually creating it does not work. I've done a work around by creating 2 ATTACK goals at the flags.
At this stage the bots just run around to the 2 flags.
(I've PM'ed you the new code)
The dynamite problem
The main issue I see is that you have only put BLOCKWALL onto 2 waypoints but you have many more connections that go through the gate(s), the bots are trying to plant but can't get past the gate, every waypoint that has a connection going through a gate or a blowable wall must have the BLOCKWALL flag. Start with that & see how it goes.
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palota got a reaction from Mateos in Legacy mod new weapons support
I added MP34.
Other weapons don't need to be handled in et_weapontables.gm because they have the same ID as original weapons.
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palota got a reaction from Mateos in Question about GameId number
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.
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palota got a reaction from Mateos in V1 Rocket (Beta 2) - SWITCH entity triggered if bot in-game at map start in silEnT mod only...
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.
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palota got a reaction from Mateos in Mortar to track MOVER - Aim is adjusted after shooting, not right before
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) )
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palota got a reaction from Mateos in Disabling combat movement in path through (re-enabling it in OnExit ofc/automatically?)
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.
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palota got a reaction from Mateos in Script or tool to automatically convert 0.8x WAY files to 0.9 file format
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.
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palota got a reaction from Mateos in BUILD offset availability/management per team, in the case of a neutral goal
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.
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palota got a reaction from Mateos in Reading an entity value using its key
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.
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palota got a reaction from PuNkReAS in RtCW -The bots are not used with MG42 guns
You can download Omni-bot 0.9 from GitHub. List of changes is in changelog.txt file inside the ZIP.
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palota got a reaction from PuNkReAS in Wp.SetWaypointFlag when several waypoints have the same name
I will add possibility to set multiple navigation flags in the next Omni-bot version.
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palota got a reaction from Mateos in Wp.SetWaypointFlag when several waypoints have the same name
I will add possibility to set multiple navigation flags in the next Omni-bot version.
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palota got a reaction from Mateos in Questions
You've converted the waypoints successfully. Now you should create some goals.
Add a CAPPOINT goal at the ship so that Allies know where to take the documents Add three GRENADE goals to destroy barriers on the beach Enable MOUNTMG42 goals for Axis team Change priorities. CHECKPOINT_beach_flag should have the same priority as FLAG_War_Documents. Create routes. -
palota got a reaction from Mateos in Questions
Did you read the wiki ? The cappoint must be created by these commands when you are standing at the exit:
/bot goal_create cappoint transmitter /bot goal_save I attached gm script which disables PLANT_2transmitter7 goal so that engineers do not drop dynamite near the transmitter.
basor2light.gm
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palota got a reaction from PuNkReAS in RtCW -The bots are not used with MG42 guns
I installed S4NDMoD and I can see bots using MG42 guns.
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palota got a reaction from Mateos in Goldrush RtCW/ET
I made waypoints for KT_G-Rush. You can download them from GitHub.
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palota got a reaction from PuNkReAS in Questions
Did you read the wiki ? The cappoint must be created by these commands when you are standing at the exit:
/bot goal_create cappoint transmitter /bot goal_save I attached gm script which disables PLANT_2transmitter7 goal so that engineers do not drop dynamite near the transmitter.
basor2light.gm
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palota got a reaction from PuNkReAS in Goldrush RtCW/ET
I made waypoints for KT_G-Rush. You can download them from GitHub.
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palota got a reaction from PuNkReAS in Goldrush RtCW/ET
I tried that map but got errors GeneratePermanentShader - MAX_SHADERS HIT and a lot of textures are missing.
It's impossible to steal the tank. I cannot win because I don't know how to get in the bank.
It looks like it was converted from the original official goldrush map. You can use goldrush.way from ET and rename it to goldrush_b2.way.
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palota got a reaction from PuNkReAS in Questions
To shoot windows you have to add this line into the OnBotJoin function:
bot.TargetBreakableDist = 90.0; New scripts already have that line, then just delete //~
You can use regular expressions .* to enable all MOUNTMG42 and REPAIRMG42 goals:
SetAvailableMapGoals( TEAM.AXIS, true, ".*MG42_.*" );
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palota got a reaction from PuNkReAS in Questions
You've converted the waypoints successfully. Now you should create some goals.
Add a CAPPOINT goal at the ship so that Allies know where to take the documents Add three GRENADE goals to destroy barriers on the beach Enable MOUNTMG42 goals for Axis team Change priorities. CHECKPOINT_beach_flag should have the same priority as FLAG_War_Documents. Create routes. -
palota got a reaction from PuNkReAS in Questions
I think it's impossible to directly load a .bsp file. But you can easily make .pk3 from it. Create a new maps folder, move .bsp and .script files into the folder, compress the maps folder to ZIP, rename ZIP to PK3, then move PK3 to Return to Castle Wolfenstein/Main.
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palota got a reaction from hellreturn in Omnibot connecting issue
It is compatible. Do you have installed the latest Omni-bot version 0.87 ?
This is not related to the connection issue. If you have more questions, start a new topic.