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I NEED HELP !!!
Posted: Sun Mar 09, 2003 9:00 am
by Nikeless
I have read the manually but i dont understand how to add bots in my own maps (maybe im 13 and german ) So please help me I work on a level like OMAHA . THANK YOU !!! Perhaps you can write in german![size=18][/size]
Re: I NEED HELP !!!
Posted: Sun Mar 09, 2003 9:45 am
by jv_map
Nikeless wrote:maybe im 13 and german
You might know these things for sure by now
Maybe you could give a little hint as to where you are stuck

. I'm sorry but I'm not going to translate the entire manual into German

.
Posted: Sun Mar 09, 2003 1:25 pm
by Nikeless
Ok... Im working with MOHradiant and the level is finished
and now i will get bot spawnpoints and get some pathnodes.
So how to do this ?

Posted: Sun Mar 09, 2003 1:35 pm
by Blade
Have you checked out jv_map's tutorials?
Bot Tutorials
Blade
Posted: Sun Mar 09, 2003 1:48 pm
by Bjarne BZR
Hey
Nikeless, the manual is very clear on how to do this... it is almost step-by-step... read it again!
I'll try to explain:
Bot manual Section 2.1 Adding Bot Spawn Points wrote:You can spawn bots at any entity that has an origin. In general, use the script_origin entity. Do not spawn
bots at player spawn positions, as you'll risk players getting stuck in bots. When you've created the
script_origins, targetname them ?alliesspawn? for an Allied bot spawn position or ?axisspawn? for an Axis bot
spawn position. The bot script will randomly choose between spawn points.
= Create script_origin's ( with nothing selected, right click on the map grid and select script -> origin ) where you want BOT's to spawn and give them 'targetname' = 'alliesspawn' or 'targetname' = 'axisspawn' to set what side should spawn at the origin ( select the script_origin, press the 'n' key, at 'Key' write
targetname, at 'Value' write
axisspawn or
alliesspawn).
Now you import the .pfb file supplies with the BOT SDK ( File -> Load prefab... ). These are the player models that will be randomly selected when the BOT's spawn... Pace them anywhere in the map ( they can mot bee seen when playing the map ).
The path nodes I cant explain any clearer than
jv_map already did in the manual...
Read the manual til you understand it... it is well written and contains ALL you need to know to get started.
RTFM

Posted: Sun Mar 09, 2003 1:55 pm
by Blade
Bjarne BZR,
Nicely explained but just remember-
that the guy is german and is probably a bit rusty at english-
(seeing he wanted someone to translate a tutorial into german for him)
So maybee you should not point out how easy it is to understand
Blade
Re: I NEED HELP !!!
Posted: Sun Mar 09, 2003 2:14 pm
by mohaa_rox
Nikeless wrote:(maybe im 13 )
What's wrong with being 13? I'm 13 too!
Re: I NEED HELP !!!
Posted: Sun Mar 09, 2003 2:17 pm
by jv_map
mohaa_rox wrote:What's wrong with being 13?
That's kinda obvious, 13 is an unlucky number

.
Posted: Sun Mar 09, 2003 2:17 pm
by Blade
What a coincidence..I'm 13 aswell
Blade
Posted: Sun Mar 09, 2003 3:17 pm
by Butch
wow...I'm an old man (15)
Posted: Sun Mar 09, 2003 3:26 pm
by Nikeless
THANK YOU ALL !!! THAT WAS VERY NICE

Posted: Sun Mar 09, 2003 4:05 pm
by Nikeless
Sorry but im a question kid so my last question i ve finished the map now
And i will start the map ... but its not list in the maplist .
Must i convert the .map into bsp ? When yes with which tool ? :oops:
Posted: Sun Mar 09, 2003 4:21 pm
by Bjarne BZR
Use MBuilder... there is a tutorial un using it to compile maps
here.
Posted: Mon Mar 10, 2003 1:51 pm
by Nikeless
So ive got installed Mbuilder now the next problem ... when i want to compile a map this error come MatchToken ( "{" ) failed at line 10 in file scripts/8thinfdivc82bs_insignia.shader So NEED HELP
Posted: Mon Mar 10, 2003 1:58 pm
by Innkeeper
There is a missing curley brace in the custom shader. If you are not using it, remove all custom .pk3 files from MOHAA\main. This is a very good practice anyway.