Using rcbot in a tf2 mod? |
Using rcbot in a tf2 mod? |
tryzombie501 |
Nov 12 2016, 07:53 PM
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#1
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Member Group: Members Posts: 20 Joined: 20-October 16 From: United Kingdom Member No.: 2,472 |
Alright i've played around with a source sdk 2013 mod that uses tf2 2007 code and rcbot spawns in as random classes on blue and red, But they don't move around they call medic when hurt and switch to shotgun when i get near them, I assume its because i need to tell them the new rcbot_runplayer_cmd_tf2.
How do i find out the offset? |
Ted |
Jul 12 2017, 08:38 PM
Post
#2
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Member Group: Members Posts: 13 Joined: 20-February 13 Member No.: 2,257 |
Alright i've played around with a source sdk 2013 mod that uses tf2 2007 code and rcbot spawns in as random classes on blue and red, But they don't move around they call medic when hurt and switch to shotgun when i get near them, I assume its because i need to tell them the new rcbot_runplayer_cmd_tf2. How do i find out the offset? SourceMod maintainers keep an updated list of various offsets. Here are the ones specific for TF2. QUOTE can i ask you, how you got these bots to work on the 2013 sdk? 2013 SDK has a namespace collision against the C++ standard min/max, which is an issue with RCBot2 as it uses STL containers throughout the code base. The easiest way to deal with this is to clean up the SDK a bit. Specifically, any calls to min() or max() in any included headers (like mathlib.h) need to be changed to MIN() or MAX(), respectively. Any includes of minmax.h in header files should be removed and moved into dependent .cpp files (this should have been done in the first place by Valve). |
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