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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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The_Shadow3 |
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#2
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Newbie ![]() Group: Members Posts: 8 Joined: 27-June 09 From: Germany Member No.: 1,589 ![]() |
Hi Cheeseh,
I'm not finished with this Bot ![]() I have an new Version, this fixed the crash if bomb is exploded. And add more dynamic gameplay: After a time (~10-30 seconds) the bot only walk during the map and attack only the enemies (they don't push the Bomb). Example: 4vs4, 2 Blue Bots pushing the bomb, and other two attack the enemys. ^^ CODE if(m_bBlockPushTime < engine->Time()) { m_bBlockPushing = !m_bBlockPushing; m_bBlockPushTime = engine->Time() + randomInt(10,30); } if(m_bBlockPushing == false) { if(getTeam() == 3) // Team Blue utils.addUtility(CBotUtility(BOT_UTIL_GOTO_PAYLOADBOMB,CTeamFortress2Mod::isMapType(TF_MAP_CART),fGetFlagUtility)); if(getTeam() == 2) utils.addUtility(CBotUtility(BOT_UTIL_DEFEND_PAYLOADBOMB,CTeamFortress2Mod::isMapType(TF_MAP_CART)&&m_iClass!=TF_CLASS_SPY&&m_iClass!=TF_CLASS_SNIPER,fDefendFlagUtility)); } @Defence Area: this is a good idea for Engineers and Snipers, the other Classes go direct to the Bomb. @CP Maps: don't forgot cp_dustbowl! I think I release this version next day. After this Version, i show if I can make support for payload race maps and send you (Cheeseh) a new version from my sourcecode with svn update. Know Important Bugs:
Edit: Do the spies remove their disguise also? yes! |
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 ![]() |
Hi Cheeseh, I'm not finished with this Bot ![]() I have an new Version, this fixed the crash if bomb is exploded. And add more dynamic gameplay: After a time (~10-30 seconds) the bot only walk during the map and attack only the enemies (they don't push the Bomb). Example: 4vs4, 2 Blue Bots pushing the bomb, and other two attack the enemys. ^^ CODE if(m_bBlockPushTime < engine->Time()) { m_bBlockPushing = !m_bBlockPushing; m_bBlockPushTime = engine->Time() + randomInt(10,30); } if(m_bBlockPushing == false) { if(getTeam() == 3) // Team Blue utils.addUtility(CBotUtility(BOT_UTIL_GOTO_PAYLOADBOMB,CTeamFortress2Mod::isMapType(TF_MAP_CART),fGetFlagUtility)); if(getTeam() == 2) utils.addUtility(CBotUtility(BOT_UTIL_DEFEND_PAYLOADBOMB,CTeamFortress2Mod::isMapType(TF_MAP_CART)&&m_iClass!=TF_CLASS_SPY&&m_iClass!=TF_CLASS_SNIPER,fDefendFlagUtility)); } @Defence Area: this is a good idea for Engineers and Snipers, the other Classes go direct to the Bomb. @CP Maps: don't forgot cp_dustbowl! I think I release this version next day. After this Version, i show if I can make support for payload race maps and send you (Cheeseh) a new version from my sourcecode with svn update. Know Important Bugs:
yes! Ok if you can , can u add a full changelist / diff / patch of code, and I should add you to the SVN if not already and u should use that. I can have a go at the health camping issue also because cp_dustbowl has a different style to cp_badlands/well/granary it is more difficult, will take a little more time as I will need to use the "area" feature I spoke of |
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Lo-Fi Version | Time is now: 20th July 2025 - 11:28 AM |