Any one have the current source? |
Any one have the current source? |
BadLife |
Dec 29 2008, 05:50 PM
Post
#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, 05:13 AM
Post
#2
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Hey w00tguy123,
Sounds like you found the problem on crystal. So, if i understand correctly, moving the active/inactive check code should fix this? Thanks, max [edit] It just dawned on me, I need to go test this cvar on sc_activist 1 , where bots won't shoot the security guards (evil barneys & otis)... They were also not shooting the bodygaurds in deadsimpleneo2, with the original rcbot 4.7 dll.... [edit2] Woo hoo, bots are now shooting the security guards in sc_activist 1... I didn't have to do anything with the cvar, just ran defaults... I let them run all the way thru sc_activist 1 & 2 and didn't see any new problems... They shot all the enemies & breakables... so good news on that... will probably test em on sc_activist3 & DSN2 tomarrow.... [edit3] sc_activist3 worked like it normally does with the bots, just that map spawn bug, which will be fixed in sc4.8 . DSN2 also worked good with the new bot, bots are shooting at the bodyguards now, so the shooting enemies problem in DSN2 & sc_activist 1 seems fixed, . But, there isn't many breakables in these 2 maps, or enemy turrets. So, I tried to test deactivated mini-turrets in murks last nite too, but after 4 attempts, i couldn't get the mini-turrets to deactivte? Tried shooting the 3 power nodes, but they stayed active, maybe in sc4.7 they don't deactivate anymore??? Will try again, after putting more time into my crystal wpts. crystal2 is nearly done, just a few nagging issues to tune up. crystal1 needs more fine tuning, and the turrets issue fixed, so will take a bit longer to complete.... |
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