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Posted: Tue Jun 15, 2004 3:14 pm
by Yarik
What do code do you have set for the "write script" button?
are you using an editor for the menu? or are you doing it all by hand?

Posted: Tue Jun 15, 2004 4:16 pm
by small_sumo
Wow those pics are outstanding. This was unimaginable when we first started out with mohaa, way to lead the way man.

:)

Posted: Tue Jun 15, 2004 6:29 pm
by Kalti
Image

*voted for mother-of-all-brag threads*

Posted: Tue Jun 15, 2004 10:01 pm
by bdbodger
This is a menu and script system Yarik . It does not actually write the whole script just the bot stuff needed to make the map a bot map . When you use the writescript button it prints to the log file the stuff you have added to the map .Here is a sample of the output to the log
//<------------------ Bot pathnode writeout---------------------->
//<------------------ Spawn menu writeout------------------------>
level.obj_model[0] = spawn script_origin
level.obj_model[0].targetname = alliesspawn
level.obj_model[0].origin = ( 16.000 836.000 265.000 )
level.obj_model[0].angles = ( 0.000 0.000 0.000 )
//<-------------------------------------------------------------->
level.obj_model[1] = spawn script_origin
level.obj_model[1].targetname = axisspawn
level.obj_model[1].origin = ( 16.000 1244.732 265.000 )
level.obj_model[1].angles = ( 0.000 0.000 0.000 )
//<-------------------------------------------------------------->
level.obj_model[2] = spawn info_player_allied
level.obj_model[2].targetname = alliesspawnpoint
level.obj_model[2].origin = ( -131.329 1081.627 265.000 )
level.obj_model[2].angles = ( 0.000 0.000 0.000 )
level.obj_model[2].set = 0
//<-------------------------------------------------------------->
level.obj_model[3] = spawn info_player_axis
level.obj_model[3].targetname = axisspawnpoint
level.obj_model[3].origin = ( -131.329 1081.627 265.000 )
level.obj_model[3].angles = ( 0.000 0.000 0.000 )
level.obj_model[3].set = 0
//<-------------------------------------------------------------->
level.obj_model[4] = spawn info_pathnode
level.obj_model[4].targetname = bombnode
level.obj_model[4].origin = ( -131.329 1081.627 265.000 )
level.obj_model[4].angles = ( 0.000 0.000 0.000 )
level.obj_model[4].target = bomb1
level.obj_model[4].route = route1
//<-------------------------------------------------------------->
level.obj_model[5] = spawn models/human/multiplayer_allied_1st-ranger_captain.tik
level.obj_model[5].targetname = alliesspawnpreset
level.obj_model[5].origin = ( 32.122 1624.610 240.125 )
level.obj_model[5].angles = ( 0.000 98.009 0.000 )
//<-------------------------------------------------------------->
level.obj_model[6] = spawn models/human/multiplayer_german_afrika_grenadier.tik
level.obj_model[6].targetname = axisspawnpreset
level.obj_model[6].origin = ( -5.803 2363.585 240.125 )
level.obj_model[6].angles = ( 0.000 0.000 0.000 )
//<-------------------------------------------------------------->
level.obj_model[7] = spawn script_origin
level.obj_model[7].targetname = scriptorg_7
level.obj_model[7].origin = ( 79.751 2267.964 265.000 )
level.obj_model[7].angles = ( 0.000 0.000 0.000 )
level.obj_model[7].set = 0
//<-------------------------------------------------------------->

Posted: Wed Jun 16, 2004 5:26 am
by hogleg
Image

That is way cool bdb...nice job 8-)
I suppose you'll keep us updated.

Posted: Wed Jun 16, 2004 10:09 am
by jv_map
I would love to help test bdb 8-)

btw nice pic hogleg :)

Posted: Wed Jun 16, 2004 1:55 pm
by bdbodger
Ok I am just testing the output some more to make sure it is right then it will be ready for testing

Posted: Fri Jun 18, 2004 1:53 am
by bdbodger
Well beta testing has started will let you all know how it goes .

Posted: Sat Jun 19, 2004 3:21 am
by hogleg
I hope you write a good idiot proof readme.txt !

I think its better for someone else to write it, beta tester cause the
designer knows it to well.

Posted: Sat Jun 19, 2004 8:07 am
by bdbodger
I hate writeing docs but I have a sample for you . You see there is a write script button and a save script button . The write script button outputs a script that you paste into the level scirpt at the top tha looks like this
//<------------------------------------------------------------->
level.obj_model[43] = spawn info_pathnode
level.obj_model[43].targetname = bombcamp
level.obj_model[43].origin = ( 3611.004 -492.440 -312.322 )
level.obj_model[43].angles = ( 0.000 0.000 0.000 )
level.obj_model[43].target = scriptorg_44
level.obj_model[43].set = 2
level.obj_model[43].route = "myroute"
level.obj_model[43].noaxis = 0
level.obj_model[43].noallies = 0
//<------------------------------------------------------------->
level.obj_model[44] = spawn script_origin
level.obj_model[44].targetname = scriptorg_44
level.obj_model[44].origin = ( 3611.004 -421.440 -274.322 )
level.obj_model[44].angles = ( 0.000 0.000 0.000 )
level.obj_model[44].set = 0
//<------------------------------------------------------------->
but the out put of the save script looks like this
//<------------------------------------------------------------->
level.obj_model[43] = spawn script_model model models/fx/bdb_bombcampnode.tik spawnflags 1
level.obj_model[43].targetname = bombcamp
level.obj_model[43].origin = ( 3611.004 -492.440 -312.322 )
level.obj_model[43].angles = ( 0.000 0.000 0.000 )
level.obj_model[43].target = scriptorg_44
level.obj_model[43].set = 2
level.obj_model[43].route = "myroute"
level.obj_model[43].noaxis = 0
level.obj_model[43].noallies = 0
level.obj_model[43].type = bombcamp
level.obj_model[43].menu_item = bomb_camp
//<------------------------------------------------------------->
level.obj_model[44] = spawn script_model model models/fx/bdb_scriptorigin.tik spawnflags 1
level.obj_model[44].targetname = scriptorg_44
level.obj_model[44].origin = ( 3611.004 -421.440 -274.322 )
level.obj_model[44].angles = ( 0.000 0.000 0.000 )
level.obj_model[44].set = 0
level.obj_model[44].type = scriptorigin
level.obj_model[44].menu_item = script_origin
//<------------------------------------------------------------->

You see the save script repawns the temp models so you can edit it and move them around again you can't move spawned pathnodes . As I said there is a premade save script for The hunt that you can look at to see how some of it is done .

Posted: Sat Jun 19, 2004 12:48 pm
by nuggets
great work!!!, i'd of said so earlier but don't look in bragging a lot, something like this should be in every forum
:D :D :D

Posted: Sat Jun 19, 2004 8:06 pm
by Jack Ruby
Superb work, its very cool when people amaze you with their talent.

:)

Posted: Sun Jun 27, 2004 1:53 am
by small_sumo
[Spec Ops] Jack Ruby wrote:Superb work, its very cool when people amaze you with their talent.

:)
I aggree fully ;)

Posted: Sun Jun 27, 2004 12:47 pm
by bdbodger
Well it is ready to go . I think every thing works ok any problems let me know and have fun with it . I have included a sample for you to get started . The sample is for the hunt . The zip has 4 files in it 3 for the sample .

obj_team1.scr
obj_team1_bot.scr
obj_team1_save.scr
user_Bdboger_botmapper.pk3

the obj_team1.scr is set up so that if you start it with the other 2 files in the
obj directory it will run the obj_team1_save.scr and the botmapper.scr . Read the readme on how to setup the menu by binding it to a key or you can launch it from the console either way you need to execute the script for it to work .

//waitexec maps/obj/obj_team1_bot.scr

waitexec maps/obj/obj_team1_save.scr

exec global/Botsmapper.scr

uncomment the first line to play the test map and comment out the other two lines . This works for 1 round only read the readme to see why . If you edit the map and add pathnodes don't forget to delete the .pth file before you run it again . You can download it Here

Posted: Sun Jun 27, 2004 3:13 pm
by Balr14
Thank you, bdbodger. You are saving me a lot of work. Now I can try bots on Bloody Ridge.