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Posted: Tue Apr 13, 2004 4:30 pm
by jv_map
Looking really good bd

Posted: Wed Apr 14, 2004 3:45 am
by small_sumo
bdb I boweth before you ................
Posted: Wed Apr 14, 2004 6:16 pm
by Cheech
i don?t know what you mean krane
you can?t steal any ideas from me, because i need no idea to spawn an object
please read some tutorials about scripting and how to create a script.
i mean by hand, that i have write all things by hand to the script, not with a tool that creates the code for me
open the scr file and you can see what i have done with it
what is a "Draska" ?
Posted: Wed Apr 14, 2004 8:27 pm
by lizardkid
Draska was one mapping partner in the duo Flying Sheep. his brother was the other one, i consider them the best freelance mappers ever.
Posted: Thu Apr 15, 2004 7:45 pm
by M&M
after an agonizing period of "no internet" cause the phone line was dead (im using a 56kbs) i finally came back and all i have to say is that script spawning thingy looks v.cool bdbodger
Can you please explain to me and to all forum members, which method did you use to achieve this marvelous thing?
well,take a look at the script file and see what he means .its very long and after understanding afew of it my brains got shorted out .so i guess he is right .cause its difficult to understand all that script let alone write it.
and jv,so what ur saying is i have to spawn a node 1st via script (spawn commands)?i dont think so but here is what im confused about
-u type ne_writescript 1 to add a node or type the (spawn)script in a log file? (y not a less confusing name for the command?)
-after typing that command ,where should i find the stuff i want 2 copy paste .in the qconsole.log file?
Posted: Thu Apr 15, 2004 8:02 pm
by jv_map
Alright alright... I'll explain it from the start though please keep in mind the script I posted is only in an experimental stage.
First of all, decide which map you want to edit and create a mymapname.scr in the appropriate folder, then paste the script I posted in there (replace the entire script with it).
Then start the map, after a few seconds you should be able to add nodes (red coronas) by simply pressing the fire key.
When you're done making nodes, type ne_writescript 1 in console. You should now get quite some data in your console. Make sure the last line is complete, as due to a small bug in said script you sometimes have to do ne_writescript 1 twice
Then quit mohaa, and open qconsole.log with a text editor. Simply copy the lines in there (you might have to remove some lines that contain server messages, i.e. lines that don't start with level.botnode) and paste them in a thread in the map script. Then all you have to do is call that thread at the very start of your script and you're set

.
You can then remove the nodeeditor parts of the script or keep them to improve the node layout as you wish.

Posted: Thu Apr 15, 2004 8:12 pm
by lizardkid
Posted: Thu Apr 15, 2004 8:21 pm
by M&M
same post with a different name

.
now it looks much more clearer (although it seems quite similar to what i did) .ill try it again and see

.
Posted: Thu Apr 15, 2004 9:58 pm
by lizardkid
ok, a thought, du you need to support the jvbot 1.1 script too?or is that included?
Posted: Thu Apr 15, 2004 10:52 pm
by M&M
dont think so,as far as i understood .its a server side mod .meaning u dont need that file .and since the animations are from the pak# files .then all u need to do is have this on the server only.
this might as well be called jvbots v2

Posted: Thu Apr 15, 2004 11:22 pm
by bdbodger
It is server side but the other player must have their animations enabled the best way to do the is if both server and client have a common set of ai's with animations enabled . A good way to do that is with JVbots even if you don't run the bot scripts . I made a .pth file for mohdm1 and ran it as a server spawning the bots but not running the bot scripts . I played online and all the other players needed to play was JVbots . They did not need the .pth file and it worked great I was haveing lots of fun even when I was the only player .
Posted: Fri Apr 16, 2004 5:39 am
by Krane
jv_map wrote:Alright alright... I'll explain it from the start though please keep in mind the script I posted is only in an experimental stage.
First of all, decide which map you want to edit and create a mymapname.scr in the appropriate folder, then paste the script I posted in there (replace the entire script with it).
Then start the map, after a few seconds you should be able to add nodes (red coronas) by simply pressing the fire key.
When you're done making nodes, type ne_writescript 1 in console. You should now get quite some data in your console. Make sure the last line is complete, as due to a small bug in said script you sometimes have to do ne_writescript 1 twice
Then quit mohaa, and open qconsole.log with a text editor. Simply copy the lines in there (you might have to remove some lines that contain server messages, i.e. lines that don't start with level.botnode) and paste them in a thread in the map script. Then all you have to do is call that thread at the very start of your script and you're set

.
You can then remove the nodeeditor parts of the script or keep them to improve the node layout as you wish.

Thanks, jv!
At least you have goodwill!
Posted: Fri Apr 16, 2004 6:16 am
by jv_map
Yeah but sometimes I'm just a bit lazy hehe

Posted: Fri Apr 16, 2004 4:08 pm
by lizardkid
who cares? so am i, but you're brilliant, i can't script worth a darn.

Posted: Fri Apr 16, 2004 5:11 pm
by jv_map
Well scripting is not excessively hard, just takes some time to get into
