Any one have the current source? |
Any one have the current source? |
BadLife |
Dec 29 2008, 05:50 PM
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#1
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RCBot Fan Group: Waypointers Posts: 144 Joined: 15-November 03 Member No.: 111 |
I can't seem to find a link to the current source. I know it's probably right out in the open but I sure don't see it.
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madmax2 |
Jun 26 2013, 10:29 PM
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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 |
QUOTE You've already released a working .dll for SC 4.7, so there's nothing that needs to be fixed since your latest .dll works fine. Just had to jump in and clarify this, sorry... Yes the original rcbot 4.7 dll worked fine, except the shooting inactive turrets problem. Slightly off topic: But I may of encountered another minor problem on crystal2. I found one teleport pad, where bots want to run thru the teleport wpt to the destination wpt, before the teleport has activated. I just mention this in case its related, somehow. Most teleport pads are behind opens later doors, this one is not. But it's in an optional area, so it's not a big problem..... As I recall, bots should not goto teleport wpts, until the teleport activates? I haven't found another teleport like this yet, to test and see if this is a teleport wpt problem, or just a problem with that one teleport pad??? |
Cheeseh |
Jun 26 2013, 10:34 PM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
QUOTE But what did change is bots also won't shoot breakables now . I had to help them thru the breakable grates to get to the turrets. I didn't see them shoot at any breakables. oops I forgot to say that the dll version I posted has a CVAR to set up bot breakable ally classes sc_breakable_classes_ally e,g, sc_breakable_classes_ally 1,2,3 will set classes 1 2 and 3 as allies the default is "-1,1,2,3,10,11" but maybe some more need to removed so bots shoot the breakables on that map. This means you can make map specific configs Just had to jump in and clarify this, sorry... Yes the original rcbot 4.7 dll worked fine, except the shooting inactive turrets problem. Slightly off topic: But I may of encountered another minor problem on crystal2. I found one teleport pad, where bots want to run thru the teleport wpt to the destination wpt, before the teleport has activated. I just mention this in case its related, somehow. Most teleport pads are behind opens later doors, this one is not. But it's in an optional area, so it's not a big problem..... As I recall, bots should not goto teleport wpts, until the teleport activates? I haven't found another teleport like this yet, to test and see if this is a teleport wpt problem, or just a problem with that one teleport pad??? if the teleport waypoint is reachable then bots will try to use the teleport even if it is active or not. I will make the miniturret change p.s. I will try to post the full source soon |
w00tguy123 |
Jun 26 2013, 10:58 PM
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#4
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Advanced Member Group: Members Posts: 69 Joined: 9-March 07 Member No.: 1,069 |
oops I forgot to say that the dll version I posted has a CVAR to set up bot breakable ally classes sc_breakable_classes_ally Oh, nice! That cvar will come in handy. I can't get it to work though - no matter what I set it to they won't attack breakables. Edit: The miniturret fix worked |
Cheeseh |
Jun 26 2013, 11:03 PM
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#5
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Oh, nice! That cvar will come in handy. I can't get it to work though - no matter what I set it to they won't attack breakables. hmm. setting sc_breakable_classes_ally to "" should just make all breakables enemies . actually that might cause a crash.. this is the only protection for bots NOT to shoot breakables as they did before, so don't know why they're not shooting anything now |
Cheeseh |
Jun 26 2013, 11:16 PM
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#6
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
hmm. setting sc_breakable_classes_ally to "" should just make all breakables enemies . actually that might cause a crash.. this is the only protection for bots NOT to shoot breakables as they did before, so don't know why they're not shooting anything now maybe I shouldve been a bit clearer with the command actually rcbot config sc_breakable_classes_ally "2,3" which maps are you testing it on? |
w00tguy123 |
Jun 26 2013, 11:22 PM
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#7
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Advanced Member Group: Members Posts: 69 Joined: 9-March 07 Member No.: 1,069 |
maybe I shouldve been a bit clearer with the command actually rcbot config sc_breakable_classes_ally "2,3" which maps are you testing it on? I was using a test map for this, but quarter.bsp has breakables that the older rcbot version would attack (and also one that they would defend). I've tried the config you suggest there and I get a response from RCBot saying that the classes were changed, but the command isn't having any effect. |
Cheeseh |
Jun 26 2013, 11:31 PM
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#8
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
I was using a test map for this, but quarter.bsp has breakables that the older rcbot version would attack (and also one that they would defend). I've tried the config you suggest there and I get a response from RCBot saying that the classes were changed, but the command isn't having any effect. okay seemed to be a bug with that code. you can try again here http://rcbot.bots-united.com/downloads/rcbot_mm_sc47_3.zip |
madmax2 |
Jun 27 2013, 12:03 AM
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#9
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
okay seemed to be a bug with that code. you can try again here http://rcbot.bots-united.com/downloads/rcbot_mm_sc47_3.zip this new link doesn't seem to work for me. did it get taken down allready? |
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