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 27 2013, 03:22 AM
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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 |
Bots are still having problems shooting at inactive/deactivated mini-turrets (small mounted turret, machine class) on crystal. (I didn't test the large mounted turrets, but I'm sure bots are doing the same with them too)
I tried both cvar's (sc_classes_ally & sc_breakable_classes_ally), to see if anything stopped bots from shooting them, nothing worked. It should of worked for 1=machine. With sc_classes_ally I tried everything from -1 to 14, one at a time, just to be sure. With sc_breakable_classes_ally I tried adding a few to the defaults, from -1 thru 5, then 7. Did I do something wrong? I did all cvar changes thru the console, no map.cfg edits. Do the bots need to be kicked & restarted, or are changes supposed to take effect immediately? I did delete all bot tmp files before starting the game with the new dll. With debug_ent the mini turrets, in thier inactive state show as monster_miniturret, flags 160 |
w00tguy123 |
Jun 27 2013, 03:59 AM
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#3
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Advanced Member Group: Members Posts: 69 Joined: 9-March 07 Member No.: 1,069 |
They don't shoot inactive turrets in my map, but they do in crystal. I took a look at the entities in crystal and the miniturrets have their classification set to 4, which makes them not 'CLASS_MACHINE'.
So, the code that checks for inactive turrets must be moved before the switch statement that checks entity classification. The mapper can choose any class they want for a turret/miniturret, but the IsEnemy code won't check if a turret is active unless its class is 1 (machine). |
Lo-Fi Version | Time is now: 19th April 2024 - 08:59 AM |