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darkranger |
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#1
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 3-February 13 From: Austria Member No.: 2,254 ![]() |
first let me say that the bots are doing very well. its a great work. thanks.
but there are some little problems on dedicated servers. -> when the last player leaves the server the bots are also leaving, but comming back a second later. but now they are dumb. running around and do nothing. only a mapchange will help here. as bypass i have a sourcemod plugin installed that changes the map 2 minutes after the last human player leaves the server. -> they server crashes sometimes. i think its comming from my plugin that removes the reload from Rockets and Pistols. it seems its a problem with "dod_stats_weapon_attack" on Sourcemod. the problem also exits on my server where i have DOGs DODSBOTS installed. after removing the plugin all runs fine till today. --> and 1 thing i notice too. server crashes when running custom player models on the server. -> waypointing: its easy when you only have simply waypoints. i figured out how to use ladders, but the JUMP waypoints didnt work. the documentation is, in my eyes, poor. i do LADDERS with that commands in a row: STARTPOINT: waypoint add - pathwaypoint create1 - givetype ladder ENDPOINT: waypoint add - pathwaypoint create2 - givetype ladder. thats ok, but how i do with JUMP ? the documentation is confusing my in that point. i didnt understand how to make JUMPs. but again. the bots doing very well and sometimes you cannot say if the enemy that kills you is a bot or human ![]() if someone will test the bots here is the server adress: 62.93.103.39:27550 . Server is up from 16:00CET to 06:00CET. greetz, darkranger |
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genmac |
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#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 ![]() |
the jump approach changed a little bit I think on beta 0.71 compared to 0.7.
If you check this video http://youtu.be/F-h1P9X000U ...at 0:50 bots are perfectly jumping off the fence but I was using beta 0.7 here. On 0.71 their jumping early always getting caught on the fence. so here's exactly I think what's happening... On beta 0.7 they jump after the normal wpt or a little early before they touch the jump wpt. Sometimes they start jumping exactly where the jump wpt is but most of the time a little bit early even if jump wpt has no radius. On beta 0.71 they jump a lot earlier actually jumping to the nearest normal wpt connected to the jump wpt. So if I want to make them jump just like in 0.7, I had to move the jump wpt forward and place a normal wpt where I want them to start jumping. here's how I do it on dod_harrington... ![]() here's more hehe... ![]() so they jump a little bit before the normal wpt connected to the jump wpt as of beta 0.71.....hooohhhaaa!!! LoL! |
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Lo-Fi Version | Time is now: 22nd June 2025 - 09:04 PM |