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LordSkitch
changed it to
CODE
badcode


and that seems to work. have to do more testing.


changed it again, they were in infinite loops trying to get upgrades cause it didnt have checks to see if they could upgrade
CODE
morebadcode


i put in a little doodad to make them say if they could get defensive upgrades via gBotGlobals.m_bCanUpgradeDef

and it turns out its always 0, even when theres 3 hives and several of each chamber

so now i think the problem lies here..:

CODE



    else
    {
        if ( message_type == 0 )
        {
            if ( state == 0 )
            {
                num_loops = *(int*)p;
                state ++;

                read_states = 0;

                gBotGlobals.m_bCanUpgradeDef = FALSE;
                gBotGlobals.m_bCanUpgradeSens = FALSE;
                gBotGlobals.m_bCanUpgradeMov = FALSE;

                if ( gBotGlobals.IsDebugLevelOn(BOT_DEBUG_MESSAGE_LEVEL) )
                    BotMessage(NULL,0,"num upgrades : %d",num_loops);
            }
            else if ( got_loops < num_loops )
            {
                if ( gBotGlobals.IsDebugLevelOn(BOT_DEBUG_MESSAGE_LEVEL) )
                {
                    //BotMessage(NULL,0,"reading upgrade info : %d...",got_loops);
                    BotMessage(NULL,0,"Upgrade Info : %d...",*(int*)p);
                }

                switch ( *(int*)p )
                {
                case 1:
                    gBotGlobals.m_bCanUpgradeDef = TRUE;
                    break;
                case 2:
                    gBotGlobals.m_bCanUpgradeSens = TRUE;
                    break;
                case 3:
                    gBotGlobals.m_bCanUpgradeMov = TRUE;
                    break;
                }
                
                
                // READ UPGRADE INFO
                got_loops++;
            }

        }


and... i dont know what to do about that. i dont even know wtf it does. so you gotta come help me out mr cheese! tongue.gif

[edit again]

ok so i debugged it.

if ( message_type == 0 )

needs to be

if ( message_type == 128 )

and then the original get upgrade code you had works fine. gotta do more testing though.
Cheeseh
whats badcode / morebadcode ? tongue.gif

the crash you found, make sure you select "Stop Always" for each exception in the Debug -> (Exceptions I think)

the message stuff you posted is only for NS maps, not sure if it works on Combat maps, but I may have replaced it with Combat upgrading using BOT_COMBAT_UPGRADE instead of BOT_ALINE_UPGRADE if its a combat map.

I still haven't looked at the gorge healing yet, I think a lot of debugging is required for it.

I still don't have MS Visual studio 6 installed yet either ohmy.gif
LordSkitch
badcode and morebadcode were big blocks of code that i decided didnt work and didnt need to show cause someone might try to use it.
LordSkitch
ok so like.. heres some situations ive found

situation one

1st upgrade: movement
bots dont get upgrades.

2nd upgrade: sensory
bots get sensory

3rd upgrade: defense
bots get sensory and defense

situation two

1st upgrade: sensory
bots dont get upgrades

2nd upgrade: defense
bots get defense upgrades

3rd upgrade: movement
bots get sensory and defense



i need to create the third situation, but i dont know why theyre getting upgrades in weird patterns... i did a debug on the ... messages, and it'll say like

message 128
upgrades: 8
upgrade 1
upgrade 1
upgrade 1
upgrade 1
upgrade 2
upgrade 2
upgrade 2
upgrade 2

or whatever, but .. well maybe the numbers have since become skewed... ill debug that next. but for now, PAIN PILLS CAUSE IVE BEEN WALKING AROUND THE LAB FOR THE PAST FIVE HOURS!
Cheeseh
argh !

I'll need to havee a look at this soon... I'll install MS VC 6 later today tongue.gif
LordSkitch
youre my hero wub.gif
Cheeseh
Well I just installed and fixed a nasty "no change weapons/non attacking" bug in NS where the bots wouldn't change their weapons properly and wouldn't attack.

more stuff to some biggrin.gif

by the way are you trying to fix the upgrades for just NS Maps? I'm having a look at em now

edit:

It looks liek the latest NS uses different methods of showing Alien Updates, the "SetTech" message seems more important for upgrading.

e.g.

using rcbot debug "message" 1

------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(107)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(108)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------
------ MESSAGE_BEGIN("SetTech") : "lam3r" -------
WRITE_BYTE(109)
WRITE_BYTE(48)
WRITE_BYTE(0)
WRITE_BYTE(0)
WRITE_SHORT(0)
WRITE_SHORT(2)
WRITE_BYTE(3)
---------MESSAGE_END("SetTech")-------

the first message WRITE_BYTE, 107,108,109 correspond to:


ALIEN_EVOLUTION_SEVEN = 107, // Celerity
ALIEN_EVOLUTION_EIGHT = 108, // Adrenaline
ALIEN_EVOLUTION_NINE = 109, // Silence

this message happened after I built a movement chamber

BUT how do I know if a hive has been destroyed and aliens can't get this upgrade anymore?? Haven't found out yet

I beleive I added a CBotNSTechs class that uses these though

edit again:

oh and to fix the non-attack bug (perhaps you already found it but hey.) In bot.cpp in NORMAL_ATTACK: task

CODE

                case MOD_NS:
                {
                    BOOL bChangeWeapon = FALSE;
                    
                    if ( (m_pCurrentWeapon == NULL) || (m_pCurrentWeapon->HasWeapon(m_pEdict)==FALSE) )
                    {
                        //Get weapon
                        bChangeWeapon = TRUE;
                    }
                    
                    if ( !bChangeWeapon || (m_CurrentTask->TaskInt() == 0) ) /* CHANGE THIS LINE */
                    {
LordSkitch
you can still upgrade if the hives dead, all you need is atleast one of those chambers.


http://www.joesucks.net/files/rcbot/source.rar
heres a link to the source im using if you wanna see what ive done with it...

i put in.. ummm.. the upgrade built message was changed from 0 to 128, i put in rcbot config disable_all_squads to keep people from squadwhoring, ummmm i gave the marines the ability to get scan in combat... uhhhhhhh... i dont know what else.

ill go add that non-attacking thing and give it a test and see what goes on.
LordSkitch
its been up for 44ish hours with no problems, and the bots no longer will randomly look at something and try to kill it by looking mean, and will actually fire. i havent seen the gorges just watching, and i havent seen the fades whip out their acid rockets only to look and do nothing

commit that code!
Cheeseh
you could go through everything you fixed so I could have another look at it and also make any changes before committing tongue.gif Then most of the fixes will be in it

ps.. Happy 25th there skitchy !
LordSkitch
lol thanks..

when i get home from class ill go through it and try and figure out what ive changed.. i got some homework i gotta do tonight cause ive got a quiz tomorrow though tongue.gif
Cheeseh
you could always upload your compiled dll somewhere temporarliy for people to use the most recent updates you added tongue.gif
LordSkitch
Manage Your Attachments
You have used 1.11mb of 512k


gimme more space on here and ill upload em here tongue.gif

for the time being, it's uploaded on my content server

http://www.joesucks.net/files/rcbot/rcbot_mm.dll
no theres no linux compile of this version, cause i dont remember exactly what ol cheese changed to get it to run on linux.

didn't even check to see if it'd compile. cause i know it wont. tongue.gif
Cheeseh
I can't upload to the forum either, i thiknk its because the FTP was changed, I still can't log into FTP, so the uploads are b0rked till its fixed, Bots United host problem sad.gif I fixed the upload limit buts it now says "check permissions in uploads folder" I can't do that cos I can't get into ftp sad.gif
LordSkitch
tell em "reset my ftp password, or else."
BadLife
Looks like they are going to release NS 3.2 this Friday blink.gif Have not tried the beta so I don't know whats changed ohmy.gif
LordSkitch
they'll probably change a bunch of constants, and redo systems that already work fine instead of fixing things that are broken, so nothing works right...
LordSkitch
you know, i was digging through the code looking for crap ive changed... we might as well wait till friday to see if the bots even work. ns 3.2 is undoubtedly gonna change a bunch of crap and make stuff not work, and i dont think it'll be good if a bunch of time is put into the bots just to change them in 3 days.
Cheeseh

fair do's ! cool.gif
LordSkitch
i think that not shooting bug may have actually caused crashes... the server seems a tad more stable now...

still a couple issues with it.. but the god damn thing still wont let me debug it. its been so long since ive actually really used vc++ lol
Cheeseh
You've got to specify the dll that you are debugging (in VC 6 project properties -> debug -> additional dlls, I think). Although with VS.NET 2003 you don't need to specify it. not sure if that helps
LordSkitch
i dont think anything has changed in NS that drastically affects the bots.. thank freakin god. they seemed to be their regular evil selves... people were complaining that theyre too hard.. MWA HA HA HA HAAAAA ahem.

i respond with.. of course... "if it aint a challenge, what's the freakin point of playing? if you want it easy, go fight some whichbots!" ok maybe not the last part, but hey, im a jerk. i say things like that all the time.
Cheeseh
hurray!
LordSkitch
FINALLY got a debug:


CODE
public:
    // get fitness for this individual
    inline ga_value getFitness () { return m_fFitness; }
--->    inline void setFitness ( float fVal ) { m_fFitness = fVal; } <---

    virtual void load ( FILE *bfp, int req_size ) = 0;
    virtual void save ( FILE *bfp ) = 0;

    // crossover with other individual
    virtual void crossOver ( IIndividual *other ) = 0;

    // mutate some values
    virtual void mutate () = 0;

    virtual void clear () = 0;

    // get new copy of this
    // sub classes return their class with own values
    virtual IIndividual *copy () = 0;



--->IIndividual::setFitness(float 0.200000) line 51 + 18 bytes<---
CBot::StartGame() line 2498
CBot::Think() line 2774
CBotGlobals::StartFrame() line 827
StartFrame() line 1191
METAMOD! 6b2075f6()
Sandman[SA]
So what version of rcb works with ns 3.2? I still have 1.441_B Will that work?
Cheeseh
is that a crash there skitch?

when it crashes there click on the call stack back to startgame and check the m_pCombatBits, if its valid etc, see why its not been instantiated properly if not.

sandman, you should probably try skitches modded version:

http://www.joesucks.net/files/rcbot/rcbot_mm.dll
LordSkitch
next time it crashes ill try that tongue.gif
LordSkitch
!!!!!!!!!

CODE
[RCBOT>] Can't add waypoint, max waypoints already added
[RCBOT>] Can't add waypoint, max waypoints already added
[RCBOT>] Can't add waypoint, max waypoints already added
[RCBOT>] Can't add waypoint, max waypoints already added



!!!!!!!!!


what the crap, im not done waypointing the damned map! is it safe to increase the max? i assume its a define somewhere.

[edit]


#define MAX_WAYPOINTS 1024

it wont dick anything up if i do like...

#define MAX_WAYPOINTS 4096

would it?
Cheeseh
well it will "dick up" if you use any waypoints you made with it set at 4096 with older versions of the bot (or the current beta version) for e.g. tongue.gif

surely you don't need that many waypoints? Maybe theres a waypoint counting bug. You could try saving the waypoints then reloading the map to see if the counter fixes itself.
LordSkitch
oh theres that many waypoints... ns_machina is a BITCH.
Cheeseh
QUOTE(LordSkitch @ Mar 7 2007, 12:06 AM) *

oh theres that many waypoints... ns_machina is a BITCH.


I'll need to see this map.. are the waypoints spaced out evenly at a good distance?
LordSkitch
make sure you got ns 3.2 and jump on my server, you should be an admin so just do amx_map ns_machina, and youre a rcbot admin so you can look at the waypoints yourself

and theyre spaced ... enough apart. far enough that theyre .. far enough, and close enough that a bot wont get lost between them if they do something while on the move.

the main part of the map is done, but the vents and crap are what i was working on when i ran out of waypoints lol
Cheeseh
I just had a look at the map on my own server. I never knew NS added 3d sky boxes and how they are implemented, no mention in the changelog ..? ? ( I missed that meeting )

I'll check out the map on your server when no ones arouund tongue.gif
micx1
QUOTE(LordSkitch @ Feb 26 2007, 06:19 PM) *

Manage Your Attachments
You have used 1.11mb of 512k
gimme more space on here and ill upload em here tongue.gif

for the time being, it's uploaded on my content server

http://www.joesucks.net/files/rcbot/rcbot_mm.dll
no theres no linux compile of this version, cause i dont remember exactly what ol cheese changed to get it to run on linux.

didn't even check to see if it'd compile. cause i know it wont. tongue.gif

the link is down... sad.gif

skitch can u re-upload?

edit: wait is the below link the latest version?

Metamod (Debug Version) - http://home.houston.rr.com/lordskitch/files/rcbot_mm.dll
LordSkitch
yep, thats the link.. even that might change soon, cause for some retarded reason, time warner is dropping houston and comcast is picking it up, so that might change to some comcast-hosted location... but it'll still be in that listing, ill just edit the links when i find out more.
micx1
hmm bots don't use phasegates... ohmy.gif
Sandman[SA]
QUOTE(micx1 @ Jun 30 2007, 06:57 AM) *

hmm bots don't use phasegates... ohmy.gif


Nope, they never have. And I don't think they ever will either.
Venom
The problem is that phasegates can be put any way and lead to any where, which means bots would either find it too difficult to find or once they find a phasegate, it would have problems at the other end.

Although it probly could be done, not sure how but possible during the navigation from waypoint to waypoint, if a marine bot came across a phasegate, that location could then be stored and passed to the other bots, if the phasegate gets destroyed or removed and a bot trys finding it, if it no longer exists, then it would store and communicate to the rest of the bots on the team that it no longer exists. This would be done during each execution of the waypoint, perhaps when it looks round folling waypoints, checking targets etc...

Just a suggestion...
LordSkitch
probably the easiest way to get them to work would be...

1) if a PG is dropped, a fake waypoint is dropped, and it'd auto generate the pathways to link it up to the circuit
2) while checking for the shortest pathway, the bots consider fake PG waypoints as all the same xyz coordinates
3) if a path is found that is shorter using the fake waypoints, the bot'd run to the PG, look straight down and start using it, until it arrived at the waypoint number it was searching for.

using that method, in an ideal situation, the bots would get to where they need to go. the problem with it is, when they attack or have a different edict in general, they abandon their current path, and focus on their new task. if a PG is dropped in a squirrely location, and a skulk or something was there, he'd drop his current path, attack and kill the skulk, and then if he's too far away from that waypoint, and no others are nearby, he'd be lost and sit waiting for instructions.

otherwise, the only path available would be the phasegate again, and he'd use it because no matter what the shortest path would involve that fake waypoint.
Venom
Hello,
For the best part of the day i have been developing the addition to the NS side of RCbot, the addition will add both MvM and AvA. Although i have done this previously to the older NS 3.1, the newer version worked slighted different. I will post details as to how you will be able to setup your own MvM bot server later. Currently i have been testing it for a few hours and it works perfect apart from one or two problems with bots joining teams.

I hope to post more details soon.

EDIT: OK, the bots join correctly on mvm now, i havent tested AvA yet but i have added the code to do so while coding mvm. I will provide more of an update when i have tested AvA, if all goes well, a release should be soon smile.gif

EDIT2: OK, i have done as much as i can do today. Both mvm and ava work, ava is still very unstable at the moment, not sure why but they will join a team but the search and destory and path finding is very buggy. MvM is fully working, had many hours of fun testing that out, be aware though, i would suggest slowing the bots aiming or reaction down if you dont want to get slaughted lol.

RCbot Metamod Release (Windows) - http://rcbot.dwmh.net/venom/rcbot.dll
RCbot Release (Windows) - http://rcbot.dwmh.net/venom/rcbot_mm.dll

In order to support each game mode based on the different maps, you will need to set abnormal_game to 1 if you are playing either mvm or ava map, otherwise it can remain as 0. If you wish to run ava or mvm mode, both the mode you wish to run for example mvm_mode and abnormal_game must be 1 in order to work.

Each map config (eg co_angst.cfg) should have these settings as each map may or may not be in a different mode.
config abnormal_game 0
config mvm_mode 0
config ava_mode 0
config mva_mode 1

For Aliens vs Aliens, put this:
rcbot addbot 2
rcbot addbot 4

For Marines vs Marines, put this:
rcbot addbot 1
rcbot addbot 3

The bot menus have also been updated with this change although the add and kick function has not been tested yet so may not work completly. The adding of bots should work via the menu.

I have done my best to do as much as i can, i will release the source code update via Lord Skitch when he gets online. This plugin has been tested with the latest version of mvm_allinone and ava_enabler plugin from nsmod.org. Please do not ask me how to make the bots work with these plugins, please ask plugin support questions on the nsmod.org forum. Any bot related questions about mvm or ava please ask me smile.gif


Venom
``~Scre@m~``
Well Bots pretty good suppots TFC ))))

I've maded some waypoints for 2fort.....

But.... Bots often use Crowbars than Primary ammo (((((

Also i have that problem

"[RCBOT>] warning: GetClientRep(): Bad pClient recieved (NULL) (returning default)"

When i have this error Blue Guys don't spawn.......

This error dissapear when i restarting TFC.....


And i have 2 Q.......
Cheeseh.... Blue team in TFC is "TEAM1" and Red team is "TEAM2" ?????
I don't know because theese waypoints aren't coloured ((((
So can u make "TEAM" waypoints coloured ???

But i was very Surprised when Bots start capture Flag without some "spetial" flag on Flag waypoint

P.S. What about Opposing Force and Ricochet ?????? It will be cooooooool )))) rolleyes.gif
``~Scre@m~``
What ?!?!?!?! blink.gif It's too hard to answer me ?!?!?! sad.gif sad.gif sad.gif sad.gif


And 1 more thing ... My nick in game is ``~Scre@m~``.......


Bots and Welcome message typing as "scre m" (without quotes) ......


MarD
Heyyo,

Well man, I myself love RCbot, but they mainly shine in Natural Selection and SvenCoop. I'm not sure if he's been updating the TFC code a lot tbh..

I know he's been pretty busy hence the lack of updates to RCbot, and RCbot2 (for the source engine).. so it may be a while until we see further upgrades.

I suggest giving FoxBot a shot for TFC bots. It's a pretty damn good bot, and someone's been updating it too. biggrin.gif

http://www.omni-bot.de/e107/download.php?view.516

One of the coolest updates is now bots support teleporters properly. wink.gif


And in case you didn't know, there is an official Team Fortress 2 bot coming out.. and vALVE said it's going to be the same guy who built the original Half Life 1 AI! so it should be pretty damn good. smile.gif
Sandman[SA]
QUOTE(``~Scre@m~`` @ Nov 7 2007, 02:53 AM) *

I've maded some waypoints for 2fort.....
But.... Bots often use Crowbars than Primary ammo (((((


There are no weapon ID's available for TFC. I am not entirely sure of the weapon identifier but try adding this to your bot_weapons.ini

CODE

# ITEM_AXE=1
[weapon_id=1]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=72
is_melee=1
priority=1
[/weapon]


QUOTE(``~Scre@m~`` @ Nov 7 2007, 02:53 AM) *

Also i have that problem
"[RCBOT>] warning: GetClientRep(): Bad pClient recieved (NULL) (returning default)"
When i have this error Blue Guys don't spawn.......
This error dissapear when i restarting TFC.....


I too have heard about this but don't know how to fix other then to restart the server.

QUOTE(``~Scre@m~`` @ Nov 7 2007, 02:53 AM) *

And i have 2 Q.......
Cheeseh.... Blue team in TFC is "TEAM1" and Red team is "TEAM2" ?????
I don't know because theese waypoints aren't coloured ((((
So can u make "TEAM" waypoints coloured ???


I believe that's correct. Team1 and Team2. There should be a team spacific selection in the waypoint menu. Try using that for team spacific waypoints.
Cheeseh
put this in bot_weapons.ini

CODE

[mod_id=12]
#define TF_WEAPON_MEDIKIT        3
[weapon_id=3]
underwater=1
primaryfire=1
primary_max_range=80
is_melee=1
priority=3
[/weapon]
#define TF_WEAPON_SPANNER        4
[weapon_id=4]
underwater=1
primaryfire=1
primary_max_range=80
is_melee=1
priority=3
[/weapon]
#define TF_WEAPON_AXE            5
[weapon_id=5]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=80
is_melee=1
priority=0
[/weapon]
#define TF_WEAPON_SNIPERRIFLE    6
[weapon_id=6]
underwater=1
primaryfire=1
primary_min_range=200
primary_max_range=4096
is_melee=0
priority=5
[/weapon]
#define TF_WEAPON_AUTORIFLE      7
[weapon_id=7]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=201
is_melee=0
priority=6
[/weapon]
#define TF_WEAPON_SHOTGUN        8
[weapon_id=8]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=4096
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_SUPERSHOTGUN   9
[weapon_id=9]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=1500
is_melee=0
priority=5
[/weapon]
#define TF_WEAPON_NAILGUN       10
[weapon_id=10]
underwater=1
primaryfire=1
primary_max_range=4096
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_SUPERNAILGUN  11
[weapon_id=11]
underwater=1
primaryfire=1
primary_max_range=4096
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_GL            12
[weapon_id=12]
underwater=1
primaryfire=1
primary_min_range=200
primary_max_range=800
is_melee=0
priority=5
[/weapon]
#define TF_WEAPON_FLAMETHROWER  13
[weapon_id=13]
# dont want to use underwater
underwater=0
primaryfire=1
primary_min_range=0
primary_max_range=700
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_RPG           14
[weapon_id=14]
underwater=1
primaryfire=1
primary_min_range=120
primary_max_range=4096
is_melee=0
priority=6
[/weapon]
#define TF_WEAPON_IC            15
[weapon_id=15]
underwater=1
primaryfire=1
primary_min_range=150
primary_max_range=2048
is_melee=0
priority=5
[/weapon]
#define TF_WEAPON_UNKNOWN16     16
[weapon_id=16]
[/weapon]
#define TF_WEAPON_AC            17
[weapon_id=17]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=2048
is_melee=0
priority=6
[/weapon]
#define TF_WEAPON_UNKNOWN18     18
[weapon_id=18]
[/weapon]
#define TF_WEAPON_UNKNOWN19     19
[weapon_id=19]
[/weapon]
#define TF_WEAPON_TRANQ         20
[weapon_id=20]
underwater=1
primaryfire=1
primary_min_range=200
primary_max_range=768
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_RAILGUN       21
[weapon_id=21]
underwater=1
primaryfire=1
primary_min_range=700
primary_max_range=4096
is_melee=0
priority=4
[/weapon]
#define TF_WEAPON_PL            22
[weapon_id=22]
#underwater=1
#primaryfire=1
#primary_min_range=200
#primary_max_range=600
#is_melee=0
#priority=5
[/weapon]
#define TF_WEAPON_KNIFE         23
[weapon_id=23]
underwater=1
primaryfire=1
primary_max_range=80
is_melee=1
priority=6
[/weapon]


team waypoints aren't coloured, you're best using 'waypoint info' to find out each waypoint team
Grudge
Hi .. at first .. GREAT BOT ..but i still have some questions

1
The Bots only chat in they own team like

02:29:19 "[RC] Belphegore<6><BOT><6>" say "bad luck"

team 6

hldm havent any teams so nobody can read it .. is there a way the bots dont talk in they own team?

2
where and how can i set the auto waypoints ?

hmm think thats all for the moment wink.gif


edit ..

oh .. and ... is there a good weapon.ini for HLDM ?
Sandman[SA]
QUOTE(Grudge @ Dec 20 2008, 01:16 AM) *

where and how can i set the auto waypoints ?


Open your console by hitting the ~ key and then type "rcbot waypoint on" to enable waypoints, then type "rcbot autowaypoint on", without the quotes of course. Then just run around the map. I have to mind you though that even though this works, it is a sloppy way to waypoint.
Grudge
how long am I to do that? a whole map? (20min) am I to play completely normally or just run around abit? omg sooo much questions blink.gif
Cheeseh
[] I don't know why the bots only speak in team chat, it must have something to do with the mod??


[] try this for HLDM

CODE

############################################
#
#
#  HLDM
#
###############################################
[mod_id=13]
# VALVE_WEAPON_CROWBAR=1
[weapon_id=1]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=72
is_melee=0
[/weapon]
# VALVE_WEAPON_GLOCK=2
[weapon_id=2]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=1000
secondaryfire=1
secondary_min_range=0
secondary_max_range=2000
priority=1
[/weapon]
# VALVE_WEAPON_PYTHON=3
[weapon_id=3]
primaryfire=1
primary_min_range=64
primary_max_range=4096
priority=2
[/weapon]
# VALVE_WEAPON_MP5=4
[weapon_id=4]
primaryfire=1
primary_min_range=64
primary_max_range=2200
secondaryfire=1
secondary_min_range=400
secondary_max_range=1200
priority=4
[/weapon]
# VALVE_WEAPON_CHAINGUN=5
[weapon_id=5]
primaryfire=1
primary_min_range=0
primary_max_range=4096
priority=3
# dunno what it is!
[/weapon]
# VALVE_WEAPON_CROSSBOW=6
[weapon_id=6]
underwater=1
primaryfire=1
primary_min_range=0
primary_max_range=4096
priority=3
[/weapon]
# VALVE_WEAPON_SHOTGUN=7
[weapon_id=7]
primaryfire=1
primary_min_range=0
primary_max_range=800
secondaryfire=1
secondary_min_range=0
secondary_max_range=400
priority=3
[/weapon]
# VALVE_WEAPON_RPG=8
[weapon_id=8]
underwater=1
primaryfire=1
primary_min_range=400
primary_max_range=4096
priority=5
[/weapon]
# VALVE_WEAPON_GAUSS=9
[weapon_id=9]
primaryfire=1
primary_min_range=100
primary_max_range=4096
priority=3
[/weapon]
# VALVE_WEAPON_EGON=10
[weapon_id=10]
underwater=0
primaryfire=1
primary_min_range=100
primary_max_range=4096
priority=4
[/weapon]
# VALVE_WEAPON_HORNETGUN=11
[weapon_id=11]
primaryfire=1
primary_min_range=0
primary_max_range=2048
secondaryfire=1
secondary_min_range=64
secondary_max_range=3000
priority=2
is_melee=0
[/weapon]
# VALVE_WEAPON_HANDGRENADE=12
[weapon_id=12]
primaryfire=1
primary_min_range=320
primary_max_range=1024
priority=1
[/weapon]
# VALVE_WEAPON_TRIPMINE=13
[weapon_id=13]
# DONT USE! will be hard-coded eventually
[/weapon]
# VALVE_WEAPON_SATCHEL=14
[weapon_id=14]
# DONT USE! will be hard-coded eventually
[/weapon]
# VALVE_WEAPON_SNARK=15
[weapon_id=15]
primaryfire=1
primary_min_range=300
primary_max_range=1024
priority=1
[/weapon]


[] run around the full map with autowaypoint on
Grudge
ok .. thx for the help .. the chat works now (after i installed bubblemod) (strange) .. now all run fine wink.gif
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