Page 2 of 6

Posted: Wed Apr 07, 2004 2:43 pm
by M&M
i c .
about that error .i dont know what it could have been ,it didnt affect anything in the gameplay since it appeared at the end .and i didnt see any observable effect of it .it could be that im running the map on a lan :?

its because i lack good knowledge of scripting i dont know what this error means or what it does

Posted: Wed Apr 07, 2004 3:59 pm
by small_sumo
So how did you get the pathfile, sorry if I am being slow.

:oops:

Posted: Wed Apr 07, 2004 8:36 pm
by Krane
Decompile a stock map. Botify it normaly (add pathnodes, make a boj script, etc). Run 1 time. Then , in your obj folder, you'll find a pth file. Now just replace the bsp w/ the original one.

I thought about this a long time ago but never tested...Dunno if it works...

Posted: Wed Apr 07, 2004 10:14 pm
by M&M
apparently it does work :D .and its great .am i the only one who tried it?

Posted: Wed Apr 07, 2004 11:04 pm
by Krane
Nice work, it's working!

I was trying myself a while ago w/ Southern France but never really finished (I was moving to CA).

So we can expect the same job on the other maps?

Cool.

Posted: Thu Apr 08, 2004 12:58 am
by small_sumo
Wow thats so smart yet so obvious sheeeesh. :shock: :shock: :shock:

I was thinking of botting a decompiled map and then do an only ents compile over the original bsp.

Never tried it tho.

Posted: Thu Apr 08, 2004 9:12 am
by Cheech
thx

but thats not the way i use for it, i can?t get succes with your way Krane.
i use a decompiled map too, but generate the pth with an other way as yours. its easy to add all things in mohradiant but a long and hard work to kill all errors at pathnode mesh and add the things that bots need without any errors to the bsp/scr/pth.

i do it for the other maps too
yesterday i was thinking about a small team to build fast the next addons

at time we are 2 people
M&M
and i :D

Posted: Thu Apr 08, 2004 10:49 am
by raiser
but thats not the way i use for it, i can?t get succes with your way Krane.
i use a decompiled map too, but generate the pth with an other way as yours. its easy to add all things in mohradiant but a long and hard work to kill all errors at pathnode mesh and add the things that bots need without any errors to the bsp/scr/pth.
Forgive me for being ignorance, but how did u decompiled the map? Since decompiled map from others stock or mod map will have the problem of textures missing, I cannt compile to bsp file (not to mention .pth files)after adding pathnodes.
And wow this is my first bots maps I have ever enjoyed so much so far, nice work- Cheech :D
ImageImage

Posted: Thu Apr 08, 2004 12:20 pm
by bdbodger
I was wondering how you added pathnodes in the script because I thought that crashes the game well I did some tests and if done before level waittill precache it does not crash the game . To my suprise it also created a .pth file too . So that got me to thinking what if you made a script that created script origins as you walk through the map . As you walk it checks the distance from you and any other script origins already created . If you are farther away from a script origin that a certain distance it makes another script origin . You can even use script_model coronas so you can see where you have been . When you are ready you use the use key and it prints the origins of the script origins or models out to the log file . like this println " spawn info_pathnode origin " $S_O[local.i].origin then you cut and paste from your log to your script for that map and run it once to make a .pth file .

Posted: Thu Apr 08, 2004 2:49 pm
by Krane
If is not that way, which way?

Ok, Cheech, time to reveal the bird...

Posted: Thu Apr 08, 2004 3:42 pm
by jv_map
Wow I am extremely curious :shock:

Off to test that v2 map :shock: this might get the bot project out of my dustbin :shock:

Posted: Thu Apr 08, 2004 4:50 pm
by raiser
I'm just curious so I did an experiment. I delete the .pth file since the .scr file have include the details of nodepaths and everythings. AND IT WORKS WITHOUT THE .pth FILE. :shock:
I search for the obj_team2 .pth in map/obj folder and delete the .pth file too. And it still work.
So I'm going to test decompile the stock map and just write down the location of my pathnodes and every details of script, to see if its only requre the .scr file. Hope this will work :wink: Maybe not :cry:



Image raiser_land.......

Posted: Thu Apr 08, 2004 4:59 pm
by jv_map
Save yourself the trouble raiser, an in-game interface like bdbodger described is easily made 8-)

btw I tried the v2 map with bots and it's just awesome in a superb way :D

Posted: Thu Apr 08, 2004 6:18 pm
by Krane
I'm wondering if creating scr origins while u walk will lag the fps... :?

cheech, chong is waiting...

Posted: Thu Apr 08, 2004 6:35 pm
by jv_map
Image
My first attemp at making such a tool :) You can create nodes by simply pressing the fire button, now making a function to remove faulty nodes as well :)