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PuNkReAS

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Everything posted by PuNkReAS

  1. Thank you! Yes, I have created a route for the Allies, they will hijack the flag and take it to their own field, that's all I have managed to do. I will have more questions for sure... 😀 Here are the updated files and thanks! ctf_base_new By the way, I found the .way file elsewhere (Wolfbot). I converted it from this, it is usable but...not the real one, I uploaded this one too. Rename the WPS to .gm or .way. It works in both cases. (Although this wolfbot conversion never worked for me. The last step does not happen...)
  2. Thank you all! I am getting more and more involved in this... I managed to do the Allies, but I don't dare to do the Axis, lest I ruin what already works. All the Allies have to do is open the gate and nothing else. And the switch is not right...but the bots will go around if I can't fix it... Can I ask a question about map script here?
  3. Can the same waypoint sequence be used by allies and axis? Or should there be separate routes for each team?
  4. I'm getting a bit tired, so I thought I should write again. I created a nostalgia server for old friends and this became the opening map, but I failed to solve two problems. This is a modified version of the basic mp_base with a flag raid mission. I moved, modified, deleted the waypoints of mp_base to run bots only on the main playfield the other half of the map is not justified. So I cut the unnecessary routes. The first problem I couldn't solve, even with tricks: Allies won't open the gate. I soon realised that it was probably because in all versions of mp_base so far, the gate opener is up! On this map it is down. So the bots refuse to deal with the switch, so the gate never opens without the player's help. How can I change it to open the gate? The other problem is that the flag is picked up by the bots but they don't know to move the blue one to the red place, the red one to the blue place (swap them). Would it help if I issue the commands "allies", "route", "team2" and "team1"? (Only then do I have to make a separate path for "team1" and "team2"?) Map : ctf_base + bots files: way+gm
  5. This problem I didn't highlight is not important but rather it would just be nice to have a solution: Most of the time when I'm lying waiting for a medic and the bot arrives, it loads its weapon first! Meanwhile, the player lying down gets shot... can't you set it to heal first, then swap magazines? Regularly the player on the ground dies because of this
  6. Guys, it's happened several times I don't know if I asked: Is it possible to mirror the paths of bots? There are several maps where (similar to DM maps) Allies base in the middle of an arena (for example) Axis base is the layout. Is it not possible to make it so that I make the routes around the Allies base, up to the middle of the map...then since the other half of the map is the same, mirror the routes already made? It would be important!
  7. Guys, there's a map that could provide a really tough challenge if it worked the way I envisioned. How to get the bots to use the cannons? This map is explicitly favorable (at least 6 MG42's are located) yet it is used sporadically by the bots. The question is specific: I want the cannons in the fortress (4 of them) to be used by the bots! So: how? I don't care if the map is difficult for the players, that's the challenge. MAP: wolf files The mod I use: cU 6.2 + OB0.9 Server: /connect 134.255.221.239:27963
  8. I have to write again, unfortunately, before all the rest of my hair falls out prematurely 😆 Just to complicate the situation I can't figure out what is causing this phenomenon. So: - Beer development Pub + OB/0.90 - no treatment for cannons. - Tarator upgrade Pubj + OB/0.90 - for me they handle the cannons. - cU engine (Beer dev.) OB/0.87 - the bots handle the cannons. Bonus: I got an old s4ndmod engine (ultimate) maybe OB/0.83 version not only to handle the cannons but also to fix them! I could not believe my eyes. Can my dream come true if I can use the oldest engine? Only that my current server is not running in s4nd ultimate (chaosmod) mode... Mateos mentioned that the cannon usage depends on the .gm file of the map (I hope I interpreted it correctly). Just to make it more complicated, I tried using a map and bots file from last year on the oldest engine. And it works! I can't understand how it is that the oldest engine DOES THIS and why the newest one doesn't? I'll give you the map and bots files and you can check it out for yourselves and see if you get the answer https://rtcw.hu/dev/ Test server: /connect 134.255.221.61:27962
  9. MickyP, thanks for the help, it works! I just need to add a few small things, but it works!
  10. None of these languages are easy for me, haha. Thanks to Mateos for his help here, MickyP thanks for your advice too. I'm getting tired of half-assing it. This is my 5th job to throw in the trash and I've been working on it all day. I'm sure I'll miss something small again, something I'm not doing right. Here's the map: dom The problem, which is always -systematically- the dynamites aren't deposited at the gates, they just run around. Then they do, but not always. The other is that the Axis powers refuse to go to the flag, only the Allies. If by chance they do go to the flag, it's only once. I have twice reworked the routes to the flag. These tasks look easy, but...
  11. Funny, I even watched TP in the old days Do you know map scripting?
  12. Tried it works, thanks! 2 files found here. Anyway, you posted at the right time, I'm close to giving up all work for a while. I will check these two files.
  13. Thanks for the reply and for checking it out! Unfortunately I am not familiar with pk3 editing. Sounds good, what it is designed for I would love to try it sometime. Unfortunately the lkink you sent me shows the above error message. Is there any other link that works?
  14. cU was an international clan called 'Clans United'. They also made their own mod for RtCW, which I was able to get with the help of our member Beer. He dusted off the old engine and integrated the omnibot 0.87 version into the mod and it works perfectly! For some reason, the Pubj mod with omni 0.85 doesn't work perfectly, but the cU engine with omni 0.87 does! Why is it better? Maybe because it's now 2023 development, updated, improved, with new features (multiple game mods) but I'm sure Beer can tell you! He is the only one who can help you with downloading, I only use the latest version of the mod on my server. But I will let you know now so he can respond to your question. Question. I see Mateos has published version 0.89 Woohooo! What can I know about it? Is it possible to test it?
  15. How can this be done? It's okay for the Engineers to come here to install dyna, but how can you make it so that the others aren't there until after the door has blown up? edit: I solved it in the meantime
  16. The problem is somewhat solved. The Pubj engine was using 0.85 bots, now using the cU engine + 0.87 omnibots works! The bots are using their beds! For some reason they don't fix them, but I can be happy about that now!
  17. Thank you! Yes in the meantime we did some tests...unfortunately then it seems the Pubj engine has some bug.
  18. I have a complicated question. We are now creating a playable version of the Single Player maps for RtCW under Multiplayer. I am stuck on the Assault map. I have several problems. The first is that I am unable to load the assault map to work with it on the bots path. This has been done by others, so it's not impossible. Otherwise I would not have a way file for it... So if I upload the bsp and script file here is there any way someone can make a loadable map from it? I have not been able to, I am not a mapper. Tried to trick it by loading mp_assault, but since it's a different map, I can't make the route from the SP tower where the flyer should be launched from. assault tower mp_assault tower Which way file I have there already leads to there way, but the bots keep getting stuck at the control room so the whole map is unplayable... This is where they get stuck: It is important to note that SP maps cannot be loaded by default into the Multiplayer client unless the maps are created as shown here: rtcw.life/mapdb (Names of maps starting with SP) So the first main question: how can I open the map to work with the bots? Or can someone make a compatible, loadable version? Map link: assault.bsp | assault.script
  19. mp_basor2light.pk3 What am I doing wrong again? The paths are pretty much done, Allies finds the obj, 'route' is inserted -I guess not in the right places- and 'cappoint' at the exit. Of course it's funny that Allies drops a dynamite at the exit without a waypoint leading there... basor2light.way basor2light_goals.gm basor2light.gm basor2light_goals.txt basor2light_test.gm
  20. I am very happy about that! I will test it immediately! Thank you very much!
  21. Unfortunately, this will not be good. At this point the bots get stuck all the time.
  22. Thank you for checking it out! I'll show you another map we use (KT_G-Rush), could the way file you mentioned be good for that too? Just the way I need? Can the other 2 gm files work too?
  23. Hello! Homie has created a RtCW compatible version of the Goldrush map: goldrush_b2.pk3 I need the same bots files as the ET version, but I don't know which one is the right one, because I see that there are several Goldrushes in ET. Which one is the right one?
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