new Bots addon to several mohaa maps

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proximo
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Post by proximo »

proximo wrote:
Mj wrote:Plz, Plz do OperaHouse! :D
I am working on it, but I have problem to remove the bangelores from the map and pathnode dont cross this spot.


Any help his welcom
with this script I removed banglores:

bot_setup_Opera:
$bangalore_here remove
$bangalore_nopulse_here remove
$barbwire_clip_here remove
$barbwire_collision_here remove
$barbwire_here remove

$bangalore_there remove
$bangalore_nopulse_there remove
$barbwire_clip_there remove
$barbwire_collision_there remove
$barbwire_there remove

$bangalore_explosion_here1 remove
$bangalore_explosion_here2 remove
$bangalore_explosion_there1 remove
$bangalore_explosion_there2 remove
$bangalore_trigger_there remove
$bangalore_trigger_here remove

end


But pathnode still dont cross this spot, I have the same problem with map "omaha beach 60th"

Image Image Image Image

It must be a way to remove this trigger by script.

Any help his welcom.
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
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bdbodger
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Post by bdbodger »

Are the bangalores used in the game why can't you make it one of the objectives ? I think if you know the targetname of the scirpt_object used if it is used in the game you can do

$thing connect_paths

before you remove it .
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proximo
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Post by proximo »

bdbodger wrote:Are the bangalores used in the game why can't you make it one of the objectives ? I think if you know the targetname of the scirpt_object used if it is used in the game you can do

$thing connect_paths

before you remove it .
I try the command connect_paths but it don't work.

see

$barbwire_clip_here connect_paths
$barbwire_collision_here connect_paths
$barbwire_here connect_paths

$barbwire_clip_there connect_paths
$barbwire_collision_there connect_paths
$barbwire_there connect_paths


You're right i can make it one of the objectives, but if there is no path connection bots will not cross this spot. First i must try to connect this paths.
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
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bdbodger
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Post by bdbodger »

did you manage to put a pathnode between , where the barbwire is ?

You know on the nodes spawning menu there is a pathnode you can spawn and use the position controls to place it unlike the auto nodes that you can's move at least it wasn't part of the botsmapper .
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proximo
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Post by proximo »

bdbodger wrote:did you manage to put a pathnode between , where the barbwire is ?

You know on the nodes spawning menu there is a pathnode you can spawn and use the position controls to place it unlike the auto nodes that you can's move at least it wasn't part of the botsmapper .

I place pathnode like you say, but no connection :cry: .

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I am despered :cry:
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
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ViPER
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Post by ViPER »

i removed the bangalores because they werent allways activated by players. maybe the problems not the bots.
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proximo
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Post by proximo »

Viper wrote:i removed the bangalores because they werent allways activated by players. maybe the problems not the bots.
you have a version of opera without bangelores :?:
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
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bdbodger
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Post by bdbodger »

only other thing I can suggest is to use the connect_paths with the pathnode you spawned from the nodes menu you should I think be able to give it a targetname you can also try positioning that node above the barbwire it won't effect bot navigation being high like that I mean it won't stop navigation .
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proximo
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Post by proximo »

bdbodger wrote:only other thing I can suggest is to use the connect_paths with the pathnode you spawned from the nodes menu you should I think be able to give it a targetname you can also try positioning that node above the barbwire it won't effect bot navigation being high like that I mean it won't stop navigation .

I try to put pathnodes above barbwire, but no path connection :cry:

I keep thinking what's the problem, witch entity blokked the pathnodes :?:
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
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proximo
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Post by proximo »

I finish 4 more maps

V2-rocket-deployment-v1-1 (obj)
lol_v2_new_3 (obj / Tdm )
Arnhem (Tdm )
Beachobj

finish and need to test

Gloomcove (obj / Tdm )
finalv3lab (obj / Tdm )
obj_canal
objxfireville
Hide-and-Seek2 (Tdm )
obj_pipeline
Aarschot Obj

I am working on

Tirtagaine-KechtatIII obj/tdm


Bodger deed you test some maps?
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
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johnnymiller
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Post by johnnymiller »

Going to be links for those maps?
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Post by jv_map »

Not sure if it works but you could try this combination:

$blocky_thing notsolid
$blocky_thing connect_paths
$blocky_thing remove

:?
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proximo
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Post by proximo »

johnnymiller wrote:Going to be links for those maps?
Yes first i need to test those maps before i upload them.


If you want to test some i send you the links
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
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proximo
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Post by proximo »

jv_map wrote:Not sure if it works but you could try this combination:

$blocky_thing notsolid
$blocky_thing connect_paths
$blocky_thing remove

:?
I have try this combination , no path connection :cry:
www.mohaaclantb.tk
Take a look to our server we add bots to more than 120 maps and we never stop
Server IP 91.194.236.203:12207
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bdbodger
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Post by bdbodger »

Try moveing the place in the script that you remove the barbwire and the trigger and what ever else is there . I mean way up at the top of the script even before the statements that spawn the pathnodes and start fresh delete the .pth file before you run it so that the game makes a new one .
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