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The_Shadow3 |
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#1
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Newbie ![]() Group: Members Posts: 8 Joined: 27-June 09 From: Germany Member No.: 1,589 ![]() |
Hi,
I have added a basic payload support (Blue following the payload bomb) and this works in pl_goldrush! Known important bugs: - Bots stuck at start (mostly engineers and snipers), but most bots running after the setup time After this, i fixed the "rcbotd addbot" bug. Now its playable in dedicated server. (Important: Read this thread: Link) bot.cpp: Line 1751 and 1755 CODE char cmd[64]; sprintf(cmd,"bot -name \"%s\"\n",szOVName); // control next bot that joins server m_bControlNext = true; if ( CClients::get(0)->getPlayer() && !engine->IsDedicatedServer() ) engine->ClientCommand(CClients::get(0)->getPlayer(),cmd); else engine->ServerCommand(cmd); // Might not work return true; @Cheeseh: Please add the payload and dedicated server changes in you version!! ![]() ----------------------------------------------------- V2 Released:
See this Thread: Link Download Link (sources included): Version 1 Version 2 Version 3 Mirror: Version 2 |
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Fillmore |
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#2
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![]() RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 ![]() |
thx! I released Version 2. This have only small gameplay changes, but more in the sourcecode. Changes:
Do the spies remove their disguise also? Heck yeah,payload race! I agree with the defence thing. When blu moves the cart to the last point on pl_badwater, the game crashes ![]() Then I'll be happy with my waypoints. Except bots push the cart not by their own free will ![]() |
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 ![]() |
Do the spies remove their disguise also? Heck yeah,payload race! I agree with the defence thing. Then I'll be happy with my waypoints. Except bots push the cart not by their own free will ![]() Thanks Shadow, this is the way it should be coded, just a few things u don't need. Also will need to add at some point a check to see if the payload bomb is the same team, for plr maps. I added the code to the SVN. I won't release yet though since yours is good enough and I'm working on cp_badlands and cp_well support (already done cp_badlands, cp_well is next) In General: also noticed a bug with the engineers, sometimes they can't select the wrench weapon which means they can't build. this is a bug due to the limited bot support for TF2 edit Also, to provide better PL support for the defence team, the idea was to use the waypoint areas, so every time theres a new round the "area" would change, and the bots would only use waypoints in that "area". I'm going to add a command that lets every waypoint that gets added get given an automatic area number, so it saves going round setting areas on every waypoint |
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Lo-Fi Version | Time is now: 20th July 2025 - 11:18 AM |