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new Bots addon to several mohaa maps
Posted: Wed Apr 13, 2005 7:57 pm
by proximo
I have made bot addon to next maps:
xyz_Stlo_botaddon
xyz_botaddon_Obj_TheChurch_Final
xyz_botaddon_despair
xyz_bob_carentan_botaddon (3 nice maps)
xyz_v2shelter_botaddon
xyz_swordbeach_botaddon
xyz_botaddon_NormandyBridge_obj
xyz_botaddon_obj_maromg
these are beta version, so i need testers to finalize my maps.
Any idees ore advise his welcome.
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I also working on more bot maps:
xyz_botaddon_m1l1
xyz_botaddon_m1l3b
xyz_botaddon_m3l3
xyz_botaddon_Omaha_Beach_60th
xyz_botaddon_renan
xyz_botaddon_train_to_hell
xyz_botaddon_Navarone
Any help his welcome
Posted: Wed Apr 13, 2005 9:26 pm
by Grassy
Hello there,
A big project you have given yourself, but this map I think would not be good for bots,
xyz_botaddon_train_to_hell
Maps need to be fairly easy to navigate or bots will have trouble and cause you so much grief..
Good luck with it.
Grassy
Posted: Thu Apr 14, 2005 10:56 pm
by ViPER
Id like to see those dam things fall off as much as i do!! LOL
Posted: Sun Apr 17, 2005 9:56 pm
by proximo
I have add bots to next maps (obj and tdm)
xyz_botaddon_La_patrouille2
xyz_botaddon_obj_Saint_Floretes

Posted: Sun Apr 17, 2005 9:59 pm
by proximo
I have add bots to Rockbound tdm and obj
xyz_botaddon_objdm_rockbound_aa

Posted: Tue Apr 19, 2005 7:15 am
by Gizmo
Nice, very nice, can't wait for the release
Keep up the good work.
Speaking about release, I assume it will be scripts only ?
Greetingzzz
Omaha_Beach_60th
Posted: Wed Apr 20, 2005 8:42 pm
by proximo
bot addon to Omaha_Beach_60th
I have problems with pathnode , i remove the bangelores and barbwires from the map but pathnode dont cross this spot.
Posted: Thu Apr 21, 2005 9:02 am
by bdbodger
Maybe you can use the connect_paths command on the barb wire before you remove it ?
Posted: Thu Apr 21, 2005 8:16 pm
by proximo
bdbodger wrote:Maybe you can use the connect_paths command on the barb wire before you remove it ?
Connect_paths command? tell me more about it.
Posted: Fri Apr 22, 2005 6:19 am
by bdbodger
I hate it when someone post a mile long script and expects you too read it . I skimed over it and these maybe a couple of the lines to look at
$barbwire_clip_left remove
$barbwire_left remove
If you had a truck for example and that truck was destroyed and you did not want ai's to try to walk trough the truck you would use
$truck disconnect_paths
Well connect_paths in the opposite of that it connects pathnodes through an entity
$barbwire_clip_left connect_paths
$barbwire_left connect_paths
$barbwire_clip_left remove
$barbwire_left remove
Something like that may work do it for all the barbwire tha gets removed so ai can walk through the hole .
The def from the SDK
connect_paths
Connects all navigation paths which intersect with the specified entity's volume
or
disconnect_paths
Disconnects all navigation paths which intersect with the specified entity's volume
Try connecting the paths at the top of the script and then use the level design menu to show paths and see if that works . level design menu is the L key on my computer .
Posted: Fri Apr 22, 2005 8:53 am
by lizardkid
holeee... that would probably be better as a hosted file that people can open remotely instead of just a bunch of text, even code tags would be nice.
Posted: Sat Apr 23, 2005 9:16 pm
by proximo
bdbodger wrote:I hate it when someone post a mile long script and expects you too read it . I skimed over it and these maybe a couple of the lines to look at
$barbwire_clip_left remove
$barbwire_left remove
If you had a truck for example and that truck was destroyed and you did not want ai's to try to walk trough the truck you would use
$truck disconnect_paths
Well connect_paths in the opposite of that it connects pathnodes through an entity
$barbwire_clip_left connect_paths
$barbwire_left connect_paths
$barbwire_clip_left remove
$barbwire_left remove
Something like that may work do it for all the barbwire tha gets removed so ai can walk through the hole .
The def from the SDK
connect_paths
Connects all navigation paths which intersect with the specified entity's volume
or
disconnect_paths
Disconnects all navigation paths which intersect with the specified entity's volume
Try connecting the paths at the top of the script and then use the level design menu to show paths and see if that works . level design menu is the L key on my computer .
I try the connect_paths command on the script, but that not works.
Posted: Sun Apr 24, 2005 7:06 am
by jv_map
You may be able to solve this using the route system for bots (make a special action which basically is walk through the barb wire)... but that would require every destination (bombnode, sniper, camp etc) at each side to have $route or $routelist keys.
Alternatively you could grab obj/obj_team3.map from the recently released map source pack and modify it

Posted: Mon Apr 25, 2005 12:23 pm
by bdbodger
Don't forget to use the leveldesign menu to show the routes it may just be that you made the nodes too far apart useing show routes on the leveldesign menu you can see if they are connected or not .
Posted: Sat May 07, 2005 7:08 am
by proximo
I have add bots to next maps (obj and tdm)
xyz_botaddon_La_patrouille2 (final version)
xyz_botaddon_obj_Saint_Floretes2 - obj_Saint_Floretes2 special -
obj_Saint_Floretes2 special winter ( 3 maps final version)
xyz_botaddon_bobobjaav1 ( 3 band of brother maps)
xyz_botaddon_obj_howitzer
xyz_botaddon_obj_neuville
xyz_botaddon_objDesertBase_Sand
xyz_botaddon_objdm_rockbound_aa
xyz_botaddon_Schplatzburg_obj_dm
I need testers.