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PuNkReAS

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  1. Like
    PuNkReAS reacted to MickyP in RTCW Waypointing/Goals menu   
    1st test with new binaries looking good thanks
    Just need to get the rest of the DMS working



     
  2. Thanks
    PuNkReAS reacted to MickyP in Parse error with '!' in goals file   
    Hi

    I'm just looking at the map mp_ruiner (RTCW) & a lot of the automatically detected goals have a '!' at the end.
    This causes the following parse error in the goals file.
    error (232) parse error, expecting `'}'' or `','' Could not parse file nav/mp_ruiner_goals.gm Line 232
     
    FLAG_Ruiners_head! = { CreateOnLoad = 0, GoalType = "Flag", Position = Vec3(1088.000, 4200.000, 208.000), TagName = "Ruiners head!", TeamAvailability = 4, }, I can fix the parse error by deleting the ! but it still shows as the original goalname in game & if I save the goals, it just creates a new goal with the original name. Same issue if I rename the goal in game as well
    --------------ALLIES-------------- ALLIES: FLAG_Ruiners_head! - 0.8 Just wondering if there is a way to fix this?
    It also causes a parse error in the script file made by "makemapgm" but that is easy fixable by removing the '!'
  3. Like
    PuNkReAS reacted to Mateos in Parse error with '!' in goals file   
    You can remove these in OnMapLoad and manually recreate them in-game through the console, using /bot goal_setproperty for all custom required properties
  4. Like
    PuNkReAS reacted to palota in RTCW Waypointing/Goals menu   
    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.
  5. Like
    PuNkReAS reacted to MickyP in RTCW Waypointing/Goals menu   
    I'm just helping someone out at the minute, trying to teach a few things without taking over.

    Getting the DMS to a workable state is my 1st task before getting into the waypointing. I have been doing a bit.

    I noticed that stuckstart / stucknext are missing from the Commands in RTCW, appears to work fine when I added the code from et_commands.gm into rtcw_commands.gm, I only have assembla/et access, so I can't update any RTCW files.

    A few corrections to do due to the ET/RTCW differences, but the menu is working & taking shape.


  6. Like
    PuNkReAS reacted to MickyP in RTCW Waypointing/Goals menu   
    It's about 93% done

    1% tweaks / code clean up
    1% cheat menu minor fix's (getting sv_cheats within the game was a challenge, but got working)

    5% is the goal/target/waypoint etc naming.

    This last 5% is where I can't go any further.
    I can see the new coding in cg_main.c, I just don't have the understanding of c++ to compile this for testing.

    I have managed to get a text box to work but I have no idea if what I've done will work for naming the goals etc.
    I know there is a issue with the text not clearing after pressing ok, i'm unsure why this is.


    This last bit is where I'm stuck
     
    Is it possible for someone could check my coding to see if this would work & if possible compile the code to test this.
    The code is over 10,000 lines so it's not possible to post in the forum, I could upload into the ET repo on Assembla if thats ok or is there another option (never used github).
    If someone could let me know on here or via PM please

    Here's a few pictures of the DMS for you to see:





  7. Like
    PuNkReAS reacted to MickyP in RTCW Waypointing/Goals menu   
    Hi
    I'm trying to create a version of the DMS for RTCW but I can't work out how to add a text box for naming the goals waypoints & groups
    The ET version uses
    setGoalName
    setGroupName
    setWaypointName
    I don't even know if the above commands are coded into omnibot RTCW system life they are in ET, cs helped me with this section in the ET version so I'm not sure if this was already in the code or added.

    I have a working beta version of the menu so the rest I can do, it's the text box that I can't do.

    Is this something that can be done?
  8. Thanks
    PuNkReAS reacted to MickyP in Gate opening not working   
    For the Axis I would use a Switch goal just to shut the gate & set the paththough waypoints to allies only as an option. This can be looked at another time.
    If you update the waypoints / script I can have a look & see what is wrong.
    I learnt by asking questions (a lot of questions) so if there is something you need to know & I (or someone else) has the time I/we can try & answer.
    Some of your questions on MapScripts might be answered here
     
     
     
  9. Thanks
    PuNkReAS reacted to MickyP in Gate opening not working   
    Managed to do a fix on mp_base faster than I expected, it's set for all bots just to open the gate if it's closed. I don't know the map well enough to know if the axis would want to shut the gate but that would work better with a switch goal activated by the gate opening trigger rather than paththrough.
  10. Thanks
    PuNkReAS reacted to MickyP in Gate opening not working   
    Ignore the bit about looking at mp_base, I wrongly assumed that there was a paththrough on the map (will see about fixing it)

    Look at the 110_factory script I know this uses Paththrough UseSwitch as I did it.
    Note that there is no blockwall flag as this would stop the bots using this path.


  11. Thanks
    PuNkReAS reacted to Mateos in Gate opening not working   
    If you don't script any restriction, it's the same for all bots
  12. Thanks
    PuNkReAS reacted to MickyP in Gate opening not working   
    If you look at the ET map "mp_base" this has the same gate & looks to be based on this map (with an Alien instead???).
    Ignore / remove "LimitClass = (1<<CLASS.COVERTOPS)," in the script, as that's an ET thing

    This will give you the base to study
    If you just want the allies to open & the axis to close you could just use 2 switch goals but you might find the bots fighting over the opening & shutting the gate all map, or just the allies opening the gate may work better? These this would need to be enabled/disabled in the script to stop them just opening/shutting the gate.
    You need to disable some of the goals you have created for Teams, Normally I disable all the goals 1st
    Util.DisableGoal( ".*", true ); Then enable the goals you want the Teams to use
    SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_.*" ); SetAvailableMapGoals( TEAM.AXIS, true, "FLAG_Blue_Flag"); SetAvailableMapGoals( TEAM.AXIS, true, "CAPPOINT_Blue_Flag"); SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_.*" ); SetAvailableMapGoals( TEAM.ALLIES, true, "FLAG_Red_Flag"); SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_Red_Flag"); You will need to create the 2 CAPPOINT goals where the flags are to be taken.
    The ROUTE goal is just used to define more than 1 route as a goal from a location i.e. the spawn to flag_goal rather than taking the shortest path (Routing)
  13. Thanks
    PuNkReAS reacted to Mateos in Gate opening not working   
    First problem: https://mygamingtalk.com/wiki/Paththrough_UseSwitch
    Other problem: You'll probably have 2 CAPPOINT goals, just have 1 enabled for Axis and 1 for Allies
  14. Like
    PuNkReAS reacted to Mateos in Mirroring the routes of bots   
    Waypoint Commands - MyGamingTalk
  15. Like
    PuNkReAS reacted to Beer in RtCW -The bots are not used with MG42 guns   
    Hello palota,
    Thanks for the fix. i didnt check this file lmao. Ill tested it and it works.
     
    Cheers Beer

  16. Like
    PuNkReAS reacted to palota in RtCW -The bots are not used with MG42 guns   
    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.
  17. Thanks
    PuNkReAS reacted to Beer in RtCW -The bots are not used with MG42 guns   
    Hello palota,
    The cU Mod is bases on S4ndmod, what is public, so they use mg42.
    The thing is on s4ndmod the mod is lagging on bigger maps and if more bots are playing..
    Only on rtcwpub, they dont even see it or use it. I think its a mod / engine related thing.
    It includes the mod and engine in the same solution.
    I would you include in the Github, where i got my actualy work on rtcwpub. Maybe you can have a look on it whats wrong
    Il invited you in my Github Project
     
    Cheers Beer
  18. Thanks
    PuNkReAS reacted to palota in RtCW -The bots are not used with MG42 guns   
    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.
  19. Thanks
    PuNkReAS 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.
     

     
  20. Like
    PuNkReAS reacted to Mateos in Disabling combat movement in path through (re-enabling it in OnExit ofc/automatically?)   
    Good evening,
    I've just refreshed old waypoints I was asked for years ago for Missing in Action v1: Wolffiles.de - your filebase
    The main objective is to pick up 3 MIAs being held in bamboo cages
    It requires precise positioning and aiming (stance, as crouch, helps a lot, but isn't required)
    When Allied bots have Axis enemies in sight, they'll do combat movement (but seem to keep the highly prioritized aiming, thus not engaging shooting, so that's fine to my mind), breaking that precision scripted in related path through navigation tables
    Is it possible to disable CM like for ATTACK/CAMP/DEFEND spots through script?
    Can it be re-enabled automatically upon exiting, or will it require an instruction in OnExit table?
    Thanks in advance
    Regards,
    Mateos
  21. Thanks
    PuNkReAS reacted to MickyP in Questions   
    I used to do a bit of map scripting but work & life got in the way, so just reminding myself about doing it again. I'm no way near Palota's skills but I used to figure a lot out from referencing other scripts & learning from it.
    If you are going to look as scripting use Notepad++ from http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/tools/Notepad++/
    It has extras to do with Omnibot map scripting i.e. CTRL + F9 checks for syntax errors, the amount of times I've missed a simple , or } saves loading et running the map & checking the console. I keep seeing Mateos doing updates on the program so only update from there.

    Read the Wiki on scripting and if your stuck ask, hopfully someone will have the time to help, just a tip try not to do it all at once get the simple stuff done then sort out the harder scripts at a later time when you understand more.
  22. Thanks
    PuNkReAS reacted to palota in Questions   
    SVN Assembla requires username and password, but it accepts anything (for example username: a, password: a).
  23. Thanks
    PuNkReAS reacted to MickyP in Questions   
    I did try & do RTCW version but I had a issue getting it to show up, I've just done a new test (just editing text) which did work.
    For RTCW you need to edit mp_pak1.pk3\ui_mp\wm_quickmessageAlt & create a new pk3 in the same directories, its a little bit more hard work as 1 line in the ET menu you have to scroll down 50+ lines in the RTCW version. It looks like it can be done but its a lot of work
    The DMS program was never designed to waypoint from it was rather to add waypoint flags without me having to remember exact command or which key bind it related to, it then progressed to adding goals without the need to open the console to manually type 3 or 4 commands for each one. After that I just added more bit that I found useful.
     
    If you need there are some ET binds in here that should work fine in RTCW, I used the binds in combination with the DMS
    http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/tools/waypointing_configs/
  24. Thanks
    PuNkReAS reacted to Mateos in Reading an entity value using its key   
    Thank you very much!

  25. Like
    PuNkReAS reacted to Beer in RtCW -The bots are not used with MG42 guns   
    Well whats with the cu mod? Ill updated to the last version of omnibot 0.9. Running fine for me
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