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Posted: Fri Apr 09, 2004 12:36 pm
by Cobra {sfx}
I played it for about an hour and didnt notice any probs, buggers got me a few times too ;)

I have a 24 player server that im letting run out as our clan has disbanded, maybe got 2 weeks left on it - gives a shout on msn if ya wanna use it for testing - will let u use rcon.

server ip: 80.168.15.27:12203

Cobra

rcw747@hotmail.com

nicely made Cheech.

Posted: Sat Apr 10, 2004 6:13 pm
by Cheech
cool 6th Cobra
i contact you :D

there are funny ways to create it, but i have no automatic generation tool for it, it was hard work by hand :-)

i hope that it takes the great job of jv_map into a new area in the future.
i love the bots :oops:

at the time i do next addon with the hunt (80% ready)
the pathnodes are placed but not fixed errors
at the time i?ve some trouble to get the random place of the flak88 workable for the bots.

Image

i do it with all objective maps to get more training with it, then i write a tutorial for all things, tips, tricks, script.... if you wish
(with some help of M&M, because my english language) :oops:

couple of questions 4 jv

Posted: Sat Apr 10, 2004 7:01 pm
by M&M
thought i'd give ur script i try 2day jv but i ran into some problems and i have sumarized them into 2 questions
1st one
i replaced all of my map script with the one u gave me.then i set developer 1 (it was set already) .i loaded up a teammatch server and roamed around the map 4 a while.then i typed ai_showroutes 1 to c where the pathnodes are .i then went and stood beside one and typed ne_removenode 1 but nothing happened (i supposed it is a hidden process).so i typed ne_writescript 1 twice then i opened the qconsole logfile but i couldnt find anything that has 2 do with nodes :?
also my 2nd question
after i make it work .where exactly do i copy paste the pathnodes ?do i just replace the script ?or add it in anywhere or what exactly :?

Posted: Sun Apr 11, 2004 2:00 am
by Krane
Cheech wrote:there are funny ways to create it, but i have no automatic generation tool for it, it was hard work by hand :-)
What you mean "by hand"? Can you explain it or the mystery will remain?

Posted: Sun Apr 11, 2004 6:19 am
by small_sumo
Cheech wrote:cool 6th Cobra
i contact you :D

there are funny ways to create it, but i have no automatic generation tool for it, it was hard work by hand :-)

i hope that it takes the great job of jv_map into a new area in the future.
i love the bots :oops:

at the time i do next addon with the hunt (80% ready)
the pathnodes are placed but not fixed errors
at the time i?ve some trouble to get the random place of the flak88 workable for the bots.

Image

i do it with all objective maps to get more training with it, then i write a tutorial for all things, tips, tricks, script.... if you wish
(with some help of M&M, because my english language) :oops:
Ah dammit cheech I am about to release a fully rebuilt hunt map ............ doe. Never mind if we had to wait for me we would all grow old and die lol.

Posted: Sun Apr 11, 2004 8:08 am
by jv_map
M&M I'm not sure what you were trying to do but you can't edit pathnodes that are already in the map, only nodes that were created with the node editor (tm) 8-) ...

When you've done ne_writescript 1 simply open the logfile and copy everything between the scissors 8<---- and ---->8 :). Then paste them somewhere in a thread in your map script, doesn't really matter where, as long as it's above/before level waittill prespawn :)

btw one note for all I managed to make a fully server-side bot 8-) (no pk3 download required).

Posted: Sun Apr 11, 2004 10:32 am
by bdbodger
how did you manage to do the animations for you bot JV ? Did you need JV bots at all for it to work ?

Posted: Sun Apr 11, 2004 12:04 pm
by jv_map
Nope, nothing to do with jv bots actually... in fact I spawned a regular sp AI and then set its model to a player model, like player/allied_airborne.tik.

You then have an AI which can do player animations on any clean mohaa machine 8-)

Posted: Sun Apr 11, 2004 2:12 pm
by bdbodger
Is that the way all the bot are going to be because I have a mod that uses the old bots for the animations . I had to change my mod a bit because it used some of the ohama animations and the bots don't do those .

Posted: Sun Apr 11, 2004 2:49 pm
by jv_map
Well yes, but there's nothing that says you have to use the new bot version I'm working on :wink:

Posted: Sun Apr 11, 2004 6:28 pm
by Cheech
:oops: sry small_sumo

cool jv_map, that is a nice thing
can i include it to the next addons if you are ready with it ?

a few replies

Posted: Sun Apr 11, 2004 8:17 pm
by Cobra {sfx}
Hey Cheech cant ya just make the flak88 not random?

Yer way ahead of me too - i made a bots map usin hunt but just single spawning em to cut out lag, your methods far superior - keep it up :P

I have some skins that were made a long time ago and never been used - they have medals/ parachute emblem etc if anyone wants to use em on their bots - be nice to see someone usin em.

Good to see yer back at the bots JV, everyone ive met seems to luv em ;)

Cobs

Posted: Sun Apr 11, 2004 8:19 pm
by Krane
Cheech, I'll ask for the 3rd time:

Can you please explain to me and to all forum members, which method did you use to achieve this marvelous thing?

You said "...hard work by hand...".

You also said: "...I have no automatic generation tool..."

And: "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. "

You are pretty much saying how you didn't, not how you did...

I think me and the others want to know how, is that too much? I think nobody will "steal" your idea, congratulations already.

Chong says thanks!

Posted: Mon Apr 12, 2004 2:59 pm
by lizardkid
i can't believe i missed this whole discussion, and i have to say, this would make bot map creation a ton of lot easier, and funer. (not in dictionary!!!)
but i still don't get some things, like how do you save your nodes??? and how do you create it for bots? like priming it for bots, do you need to add an global exec/jvbot.scr (dunno if that's it exactly) or something to it's script file???

sorry but i only just found this and realized that Cheech might just be the next Draska (which is before my time, i started when Flying Sheep quit).

anyways, if im just being too dumb please tell me what i'm missing :oops:

thanx, and jv_map, keep up the good work, i love the bots!!!!

Posted: Tue Apr 13, 2004 10:34 am
by bdbodger
Well JV is working on a system to spawn the nodes and write the script and I am as well . Not to outdo JV just for the learning practice . I will be useing a menu and script system that you will be able to use to write the script and spawn things into the map . You spawn things into the map as you walk throught it then click the write script button to print it to the log file then you can cut and paste . Here is a look at what I am doing . It will be a while until I am done .

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