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MickyP

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  1. Thanks
    MickyP got a reaction from PuNkReAS 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
     
     
     
  2. Thanks
    MickyP got a reaction from PuNkReAS 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.
  3. Thanks
    MickyP got a reaction from PuNkReAS 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.


  4. Thanks
    MickyP got a reaction from PuNkReAS 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)
  5. Thanks
    MickyP got a reaction from palota 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.
     

     
  6. Thanks
    MickyP got a reaction from PuNkReAS 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.
     

     
  7. Thanks
    MickyP got a reaction from PuNkReAS 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.
  8. Thanks
    MickyP got a reaction from PuNkReAS 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/
  9. Thanks
    MickyP got a reaction from Mateos 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/
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