V2 bot addon test ?
Moderator: Moderators
- small_sumo
- Lieutenant General
- Posts: 953
- Joined: Mon Jul 01, 2002 4:17 pm
- Contact:
i don?t know what you mean krane
you can?t steal any ideas from me, because i need no idea to spawn an object
please read some tutorials about scripting and how to create a script.
i mean by hand, that i have write all things by hand to the script, not with a tool that creates the code for me
open the scr file and you can see what i have done with it
what is a "Draska" ?
visit our region in moh
www.steinhuder-meer.us
www.steinhuder-meer.us
after an agonizing period of "no internet" cause the phone line was dead (im using a 56kbs) i finally came back and all i have to say is that script spawning thingy looks v.cool bdbodger
and jv,so what ur saying is i have to spawn a node 1st via script (spawn commands)?i dont think so but here is what im confused about
-u type ne_writescript 1 to add a node or type the (spawn)script in a log file? (y not a less confusing name for the command?)
-after typing that command ,where should i find the stuff i want 2 copy paste .in the qconsole.log file?
well,take a look at the script file and see what he means .its very long and after understanding afew of it my brains got shorted out .so i guess he is right .cause its difficult to understand all that script let alone write it.Can you please explain to me and to all forum members, which method did you use to achieve this marvelous thing?
and jv,so what ur saying is i have to spawn a node 1st via script (spawn commands)?i dont think so but here is what im confused about
-u type ne_writescript 1 to add a node or type the (spawn)script in a log file? (y not a less confusing name for the command?)
-after typing that command ,where should i find the stuff i want 2 copy paste .in the qconsole.log file?
Alright alright... I'll explain it from the start though please keep in mind the script I posted is only in an experimental stage.
First of all, decide which map you want to edit and create a mymapname.scr in the appropriate folder, then paste the script I posted in there (replace the entire script with it).
Then start the map, after a few seconds you should be able to add nodes (red coronas) by simply pressing the fire key.
When you're done making nodes, type ne_writescript 1 in console. You should now get quite some data in your console. Make sure the last line is complete, as due to a small bug in said script you sometimes have to do ne_writescript 1 twice
Then quit mohaa, and open qconsole.log with a text editor. Simply copy the lines in there (you might have to remove some lines that contain server messages, i.e. lines that don't start with level.botnode) and paste them in a thread in the map script. Then all you have to do is call that thread at the very start of your script and you're set
.
You can then remove the nodeeditor parts of the script or keep them to improve the node layout as you wish.

First of all, decide which map you want to edit and create a mymapname.scr in the appropriate folder, then paste the script I posted in there (replace the entire script with it).
Then start the map, after a few seconds you should be able to add nodes (red coronas) by simply pressing the fire key.
When you're done making nodes, type ne_writescript 1 in console. You should now get quite some data in your console. Make sure the last line is complete, as due to a small bug in said script you sometimes have to do ne_writescript 1 twice
Then quit mohaa, and open qconsole.log with a text editor. Simply copy the lines in there (you might have to remove some lines that contain server messages, i.e. lines that don't start with level.botnode) and paste them in a thread in the map script. Then all you have to do is call that thread at the very start of your script and you're set
You can then remove the nodeeditor parts of the script or keep them to improve the node layout as you wish.
It is server side but the other player must have their animations enabled the best way to do the is if both server and client have a common set of ai's with animations enabled . A good way to do that is with JVbots even if you don't run the bot scripts . I made a .pth file for mohdm1 and ran it as a server spawning the bots but not running the bot scripts . I played online and all the other players needed to play was JVbots . They did not need the .pth file and it worked great I was haveing lots of fun even when I was the only player .
-
Krane
- Lieutenant General
- Posts: 782
- Joined: Sat May 31, 2003 4:18 pm
- Location: California, USA
- Contact:
Thanks, jv!jv_map wrote:Alright alright... I'll explain it from the start though please keep in mind the script I posted is only in an experimental stage.
First of all, decide which map you want to edit and create a mymapname.scr in the appropriate folder, then paste the script I posted in there (replace the entire script with it).
Then start the map, after a few seconds you should be able to add nodes (red coronas) by simply pressing the fire key.
When you're done making nodes, type ne_writescript 1 in console. You should now get quite some data in your console. Make sure the last line is complete, as due to a small bug in said script you sometimes have to do ne_writescript 1 twice
Then quit mohaa, and open qconsole.log with a text editor. Simply copy the lines in there (you might have to remove some lines that contain server messages, i.e. lines that don't start with level.botnode) and paste them in a thread in the map script. Then all you have to do is call that thread at the very start of your script and you're set.
You can then remove the nodeeditor parts of the script or keep them to improve the node layout as you wish.
At least you have goodwill!




