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> Sven-Coop 5.0 released on Steam
madmax2
post Jan 24 2016, 07:52 PM
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Sven-Coop 5.0 has been released on steam. smile.gif

http://forums.svencoop.com/showthread.php/...op-5-0-Released!

As for rcbot, I don't know if it works, so I hope to get sc5.0 installed soon to try it... rolleyes.gif

If anyone wants to try it, you will need to get svencoop's metamod-p for sc5.0, and replace the one that comes in the installer. There has been a lot of discussion if metamod and amxx will work or be stable. But so far it sounds like metamod is working on windows, but may be unstable on linux. Anyways get this metamod-p if you want to try it...

http://forums.svencoop.com/showthread.php/...tamod-P-for-5-0

The rcbot installer will need an updated folder structure as well... I'll look in to that when I can...

http://rcbot.bots-united.com/downloads/w00...-pack%204_8.rar

Also, some waypoints will need updating, they have merged some maps in the half-life 1 series...
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Ryusho
post Jan 31 2016, 02:23 PM
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>.> Or maybe the bots able to trigger buttons like in SC Tetris and similar buttons? >.> Thats not required, Just a question since well, I still mess with 4,8 and try to see if I can make maps beatable with just the RCBots doing their thing, and these buttons that Players can hit that for some reason the bots can't seem to hit are a decent roadblock to that.
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madmax2
post Jan 31 2016, 10:15 PM
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QUOTE(Ryusho @ Jan 31 2016, 06:23 AM) *

>.> Or maybe the bots able to trigger buttons like in SC Tetris and similar buttons? >.> Thats not required, Just a question since well, I still mess with 4,8 and try to see if I can make maps beatable with just the RCBots doing their thing, and these buttons that Players can hit that for some reason the bots can't seem to hit are a decent roadblock to that.

I looked at those buttons a while back (sc_tetris). The problem is the button entities are in the wall behind worldspawn, so bots don't see the buttons. I ran debug_ent on the buttons and the only angle I could detect the button entity from was looking backwards from inside the wall.

In some maps, debug_ent is showing bad buttons as func_wall instead of func_button. The first door in sc_doc has a destroyable lock/panel (not a button), it's func_wall. I think the castle gate lever in descrcl_v6 was also func_wall.

[edit] In descrcl_v6, I could only get bots to see & raise one of four flags, which work like wheels, not buttons. Odd thing is, all 4 flags show as worldspawn with debug_ent, even the 1 flag they see & raise. I could not find a func_button on that flag/post! So, I'm not sure if debug_ent is 100% reliable, for checking entities?

I think the only way would be a new waypoint type, a forced "press button" or "Force Use" wpt... The problem with a wpt fix, how would they know they had pressed it if they can't see the button entity, and they have to face the right direction? I guess it could be, press use key 3 times when approaching this wpt, then move on. Might have to use objective with it too, to get them going there? Some buttons like this are a one time "press", and could be done with a forced path and "force use" wpt. Or maybe bots could be made to look in direction of a "force use" wpt and press use as they pass nearby?

Yeh, the way it is now, you need at least 2 players for tetris. Bots can't press the buttons in those maps. I have not found other maps like this, where the bots can't press any buttons at all (but there may be some?). It's usually just one button or lever in the whole map they won't press.
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