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Posted: Fri Jun 17, 2005 11:05 pm
by proximo
proximo wrote:Mj wrote:Plz, Plz do OperaHouse!

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"
It must be a way to remove this trigger by script.
Any help his welcom.
Posted: Sat Jun 18, 2005 3:16 am
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 .
Posted: Sun Jun 19, 2005 8:38 am
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.
Posted: Sun Jun 19, 2005 10:59 am
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 .
Posted: Sun Jun 19, 2005 5:09 pm
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

.
I am despered

Posted: Sun Jun 19, 2005 5:40 pm
by ViPER
i removed the bangalores because they werent allways activated by players. maybe the problems not the bots.
Posted: Sun Jun 19, 2005 11:07 pm
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

Posted: Mon Jun 20, 2005 4:55 am
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 .
Posted: Mon Jun 20, 2005 8:37 pm
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
I keep thinking what's the problem, witch entity blokked the pathnodes

Posted: Mon Jun 20, 2005 8:59 pm
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?
Posted: Tue Jun 21, 2005 5:56 am
by johnnymiller
Going to be links for those maps?
Posted: Tue Jun 21, 2005 7:07 am
by jv_map
Not sure if it works but you could try this combination:
$blocky_thing notsolid
$blocky_thing connect_paths
$blocky_thing remove

Posted: Tue Jun 21, 2005 12:15 pm
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
Posted: Wed Jun 22, 2005 7:55 pm
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

Posted: Wed Jun 22, 2005 11:44 pm
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 .