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 |
Jul 1 2013, 10:42 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 |
I got the mini-turrets to deactivate in murks (sc4.7), and bots don't shoot at the inactive turrets with the new dll, So, the fix works on this map . Not sure why I couldn't deactivate them before, did it twice this time, no problem. I waited for bots to trigger the turrets though, before shooting out the power nodes...
@ w00tguy123 (or anyone) Have you found any more maps with inactive/deactivated turrets that bots shoot at? So far, I've only looked at crystal series, activist series, & murks for these inactive mini-turrets (activist doesn't have them). Also, Have you had a chance to run rcbot on sc4.8? Any new problems? I don't have sc4.8 yet... |
w00tguy123 |
Jul 2 2013, 04:57 AM
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#3
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Advanced Member Group: Members Posts: 69 Joined: 9-March 07 Member No.: 1,069 |
Have you found any more maps with inactive/deactivated turrets that bots shoot at? So far, I've only looked at crystal series, activist series, & murks for these inactive mini-turrets (activist doesn't have them). Also, Have you had a chance to run rcbot on sc4.8? Any new problems? I don't have sc4.8 yet... RCBot is working fine on 4.8, although I'm getting a crash on ba_canal2 (blue shift) that I haven't looked into much yet. As for other maps that have turrets that bots would attack, I would check any that have monsters and humans working together. The only reason a mapper would change a turret's class is if it they want to control what it shoots at (which shouldn't be that common). This won't matter once the RCBot code is uploaded or Cheeseh fixes this himself. |
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