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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 |
darkranger |
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#4
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 51 Joined: 3-February 13 From: Austria Member No.: 2,254 ![]() |
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 thats why the server goes into something called hibernating mode. you cant turn that off in DODS. and btw.. i didnt get any email notification . and yes.. its activated ![]() |
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Lo-Fi Version | Time is now: 22nd June 2025 - 04:33 PM |