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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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apdonato |
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#2
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Member ![]() ![]() Group: Members Posts: 10 Joined: 26-February 13 Member No.: 2,258 ![]() |
i noticed the jumping issue in TF2 as well, definitely new with v0.71... when jumping over fences, I have to place the waypoint marked with "jump" on the fence for them to clear it on their first try... I personally liked the old way where they would just jump when they reached the jump waypoint... it makes more sense that way.
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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 ![]() |
i noticed the jumping issue in TF2 as well, definitely new with v0.71... when jumping over fences, I have to place the waypoint marked with "jump" on the fence for them to clear it on their first try... I personally liked the old way where they would just jump when they reached the jump waypoint... it makes more sense that way. I was trying to make a reply to this yesterday but replied to the wrong thread as I was using mobile... *doh* I was meaning to say that the jump change is most likely a bug due to a side effect when adding the bomb to open waypoints. Btw. it's rcbot_wpt_pathdist also I don'tk now why bots would go weird when the last player leaves the server, I can only guess there is some plugin or setting that is pausing or stopping all plugins from running when there are no players |
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Lo-Fi Version | Time is now: 23rd June 2025 - 11:37 PM |