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BigBadWoLf
post Feb 7 2004, 10:19 PM
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The marine bots don't seem to upgade weapons and armor, but the wierd thing is, i saw one upgrade into HA(ns 3.0 beta1) tongue.gif and never again after that. The aliens seem to evolve into gorges(beta2) but doesnt upgrade armor and stuff. I hope the next version will support these and hope they could climb better.
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Cheeseh
post Feb 7 2004, 10:28 PM
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word taken, I've already said they dont support upgrading yet, thats why I released early because Its taking ages to get any details of how the combatstuff works from flayra.. and I don't know how many times i've said that..
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Scikar
post Feb 7 2004, 11:54 PM
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Hasn't Clamatius got his Whichbots buying upgrades in Combat though? Or does it work differently for marines?
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Cheeseh
post Feb 8 2004, 12:43 AM
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I dunno, i didnt think they did.
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Scikar
post Feb 8 2004, 02:30 AM
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In the latest Whichbot build, 0.9h, they all get celerity, and upgrade to gorge/lerk/fade/onos. I don't know if they get any more upgrades besides celerity, but they certainly do get them.
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BigBadWoLf
post Feb 8 2004, 04:08 AM
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Yes they do. And they really like evolving to onoses and fades too unsure.gif
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Cheeseh
post Feb 8 2004, 01:00 PM
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I think my alien bots upgrade to all that stuff already, because all that as coded in before, as long as the resources needed for upgrades didn't change.
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Scikar
post Feb 8 2004, 01:46 PM
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Can you not apply that to the marines then?
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Cheeseh
post Feb 8 2004, 02:04 PM
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yea, but the marine stuff is different, first I dont know how many resources are needed for each upgrade and what upgrades are available.
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Scikar
post Feb 8 2004, 06:45 PM
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Well I can give you a list.

Everything costs one level, except JP and HA which cost 2.

CODE
Damage 1 --> Shotgun --> HMG
                     --> GL
         --> Damage 2 --> Damage 3

Armor 1 --> Armor 2 --> HA (2)
                    --> JP (2)
                    --> Armor 3

Resupply
Catalyst
Scan Area
Motion Tracking
Welder
Mines
Grenade


The utilities at the bottom have no prerequisites, the weapon techs and armor techs require the lower levels, so HA requires A2 which requires A1. HMG requires Shotgun which requires D1. I think that explains it. At least I hope that's what you were referring to, otherwise this might be a bit patronising. tongue.gif
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BigBadWoLf
post Feb 8 2004, 08:17 PM
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QUOTE (Cheeseh @ Feb 8 2004, 01:00 PM)
I think my alien bots upgrade to all that stuff already, because all that as coded in before, as long as the resources needed for upgrades didn't change.

Yes they do, but only into gorges though. And they don't use resources in combat, they use experience based on kills/heal/weld. But i guess you know that already.
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Cheeseh
post Feb 8 2004, 08:23 PM
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yea I know they can upgrade each level, but how do I know if a bot can upgrade (i.e. what level its in) what it can upgrade, that is the question.
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CheesyPeteza
post Feb 8 2004, 09:32 PM
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From the NS Coding FAQ:

QUOTE
22. How can I get/set a player's experience (combat)?

This code:
float UTIL_GetPlayerExperience( edict_t *player )
{
    return player->v.vuser4.z;
}
will return a player's experience (assuming this is a combat map).  This value is reset every frame by the NS DLL.  Thanks to clamatius for this info.
01/02/2004: Voogru has found the offsets for player experience (NS3.0 public beta 2).  It is stored as a float; the offsets are: win32 - 1579; linux - 1554.

23. How can I get/set a player's levels (combat)?
Voogru has found the offsets for player levels for win32 servers:
#define PLAYER_POINTS_OFFSET 1581
(int*)((char*)(player)+PLAYER_POINTS_OFFSET)
Voogru's notes: "numbers are 0-9, these are points SPENT not points available, so if I have a total of 9 points and 5 points left, this number would be 4."


You can find out the upgrades they have from pev->iuser4 which is described in AVHSpecials.h, available here:

http://www.modns.org/forums/index.php?showtopic=39
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Cheeseh
post Feb 8 2004, 10:39 PM
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QUOTE

23. How can I get/set a player's levels (combat)?
Voogru has found the offsets for player levels for win32 servers:
#define PLAYER_POINTS_OFFSET 1581
(int*)((char*)(player)+PLAYER_POINTS_OFFSET)
Voogru's notes: "numbers are 0-9, these are points SPENT not points available, so if I have a total of 9 points and 5 points left, this number would be 4."

thanks but the level thing is confusing me here, how the heck do I know the total points so I can negate it properly?
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Scikar
post Feb 8 2004, 11:58 PM
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Negate what?

/Me is confused. tongue.gif
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Cheeseh
post Feb 9 2004, 12:05 AM
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QUOTE

Negate what?

unsure.gif
QUOTE

Voogru's notes: "numbers are 0-9, these are points SPENT not points available, so if I have a total of 9 points and 5 points left, this number would be 4."


its not very well explained either...
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Scikar
post Feb 9 2004, 12:17 AM
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I think I get it. If you are level 1 you have 0 points. Each level is 1 point, and cap is 10, so level 10 has 9 points to spend.

1581 tells you how many points you have spent. So, if that is 7, that means you have 9 points total, 7 spent, therefore 2 available to spend.

Does that make sense? And am I referring to 1581 correctly? (I only have experience in UScript).
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CheesyPeteza
post Feb 9 2004, 11:19 AM
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Now I'm confused. unsure.gif

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Scikar
post Feb 9 2004, 02:00 PM
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OK, I don't really know what I'm talking about here, and I'm probably making things even more confusing, but this

QUOTE
22. How can I get/set a player's experience (combat)?

This code:
float UTIL_GetPlayerExperience( edict_t *player )
{
    return player->v.vuser4.z;
}
will return a player's experience (assuming this is a combat map).  This value is reset every frame by the NS DLL.  Thanks to clamatius for this info.


tells you how much experience the player has, and from that you can work out what their level is. From their level, you can work out how many points they have in total (i.e. lvl 8 has 7 points).

Then, as CheesyPeteza said, you can find out what upgrades they have from pev->iuser4. If you know what upgrades they have, then you know how many points they have spent, which means you know how many points they have available.

One of you guys has got to teach me how to code for HL some time. tongue.gif
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Cheeseh
post Feb 9 2004, 06:58 PM
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the player experience function there, which is actually looking at the pev->vuser4.z attribute is actually a very very large number, something like in its thousands. You can get resources by looking at this by dividing it by 100, but this does not tell what level the player is in, just a really big number that has some sort of correlation with the players experience and level, but I don't know what exactly.
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