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BadLife |
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#1
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RCBot Fan ![]() ![]() ![]() ![]() Group: Waypointers Posts: 144 Joined: 15-November 03 Member No.: 111 ![]() |
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madmax2 |
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#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Hey Cheeseh,
Yuraj, over at the svencoop site has offered to try & fix the friendly breakables issue w00tguy123 outlines in first post, third paragraph, here: http://rcbot.bots-united.com/forums/index....p;hl=breakables. I'm not a coder, but I assume he would need the sources for rcbot_mm_SC46_debug.zip, that works with sc4.7/4.6? Or would the rcbot source for sc4.5 above work for him ![]() The new map quarter that was released with sc4.7 has this problem with rcbot, They shoot the friendly defend signs when they see them, instead of the enemies nearby. Apparently, there are other maps with the problem too, but I don't know which ones? Could you possibly make the rcbot sc4.6/4.7 debug sources available to him? Here is the SC thread link he offered in... http://forums.svencoop.com/showthread.php?t=39937&page=3 [edit] w00tguy123, as well as Yaruj has offered to help with this too ![]() What I have seen in a couple other maps that is slightly different, is bots shooting objects that can't be broken with weapons fire, but only broken with melee such as crowbar. Examples would be the box at the end of the first vent in royals1 and the vent covers in the library in infested1. If bots get in the vents first they block the player from reaching the breakables with a crowbar ![]() ![]() BTW, awesome news on dod:s support in rcbot2. Genmac is going to have all the maps waypointed before I get it installed, great job guys ![]() ![]() Later, madmax2 |
Cheeseh |
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#3
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Finally I've had the time to have a look at this, I've edited the code in my source (I finally found it) and am going to download SC4.7 to try it out
the edit should be simple like this, CODE BOOL BotFunc_BreakableIsEnemy ( edict_t *pBreakable, edict_t *pEdict ) { entvars_t *pEnemypev = &pBreakable->v; // i. explosives required to blow breakable // ii. OR is not a world brush (non breakable) and can be broken by shooting if ( !(pEnemypev->flags & FL_WORLDBRUSH) && !(pEnemypev->spawnflags & SF_BREAK_TRIGGER_ONLY) ) { //return ( !(pEnemypev->effects & EF_NODRAW) || (pEnemypev->target && *STRING(pEnemypev->target)) ); CBaseEntity *pEnt = CBaseEntity::Instance(pEnemypev);// (CBaseEntity*)GET_PRIVATE(pEntity); int iClass = pEnt->Classify(); // w00tguy if ( (iClass == -1) || (iClass == 1) || (iClass == 2) || (iClass == 3) || (iClass == 10) ) return FALSE; // not an enemy |
Cheeseh |
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#4
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Finally I've had the time to have a look at this, I've edited the code in my source (I finally found it) and am going to download SC4.7 to try it out the edit should be simple like this, CODE BOOL BotFunc_BreakableIsEnemy ( edict_t *pBreakable, edict_t *pEdict ) { entvars_t *pEnemypev = &pBreakable->v; // i. explosives required to blow breakable // ii. OR is not a world brush (non breakable) and can be broken by shooting if ( !(pEnemypev->flags & FL_WORLDBRUSH) && !(pEnemypev->spawnflags & SF_BREAK_TRIGGER_ONLY) ) { //return ( !(pEnemypev->effects & EF_NODRAW) || (pEnemypev->target && *STRING(pEnemypev->target)) ); CBaseEntity *pEnt = CBaseEntity::Instance(pEnemypev);// (CBaseEntity*)GET_PRIVATE(pEntity); int iClass = pEnt->Classify(); // w00tguy if ( (iClass == -1) || (iClass == 1) || (iClass == 2) || (iClass == 3) || (iClass == 10) ) return FALSE; // not an enemy updated: please try, http://rcbot.bots-united.com/downloads/RCB...release_dll.zip this is a release dll compiled under MSVS 2005 seems to work fine in SC 4.7 and bots don't shoot their own breakables |
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Lo-Fi Version | Time is now: 16th June 2025 - 12:37 AM |