Regular AI in MP
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Krane
- Lieutenant General
- Posts: 782
- Joined: Sat May 31, 2003 4:18 pm
- Location: California, USA
- Contact:
Regular AI in MP
There's ANY possibility to put a regular AI (non-jvbot) to work in a MP map? No matter what I put in the script file, he stand still, sometimes they even shoot at me BUT w/o animation (I can hear the taunt and can "feel" the bullet, but he looks like a statue..)

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Krane
- Lieutenant General
- Posts: 782
- Joined: Sat May 31, 2003 4:18 pm
- Location: California, USA
- Contact:
This method don't work...they're still there like a statue...I have this map, it's too small for bots, but I have a lab with some scientists doing some animations...
Will be a little frustrating for players to play a map w/o bots but w/ that score "Waiting for Bots" on the side, just coz of the scientists...
Will be a little frustrating for players to play a map w/o bots but w/ that score "Waiting for Bots" on the side, just coz of the scientists...
you are right my mistake I didn't really know how the idea of spawning a player model worked just a guess but you can spawn one of JVbot ver 1.1 bots into your map and just not run the bots script they will just be normal ai's then . You see JV's 1.1 bots have the animations enabled you can do that yourself by editing the new_generic_human.tik but it is not server side the other players will also have to mod that tik to enable the ai's . I like the bots v1.1 because it is almost serverside as long as the other players have JVBots 1.1 but you need pathnodes either way . I have a mod that uses mohdm1 with jvbots . I have a .pth file I made and that works server side all the clients need is jvbots to play .

