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Kill bots for a movie

Posted: Thu Aug 07, 2003 12:06 am
by small_sumo
Yeah bro I need to kill all bots when I go to my ending movie cos they kinda run onto the set acting all stoopid hehe.

Thanks

Posted: Thu Aug 07, 2003 6:56 pm
by jv_map
Simply kick them all :wink: Does give an annoying lot of messages though.. :?

setcvar "jvbot_kickall" "1"

Posted: Thu Aug 07, 2003 10:24 pm
by small_sumo
Never mind drawhud 0 should fix that. Thanks mate, your contribution is again noted.


:)

Posted: Fri Aug 08, 2003 6:30 am
by small_sumo
Hmmm yeah that didnt fly, oh well it wont matter when the server is full of real players.

:)

Posted: Sun Aug 10, 2003 2:31 am
by small_sumo
Can I freeeze the bots? Is there a command for that? Or a command to hide bots?

Pleasee help, thanks mate.

Posted: Sun Aug 10, 2003 4:09 am
by Alcoholic
maybe we can make a simple script that glues each bot to their ass on command.

Posted: Sun Aug 10, 2003 6:55 am
by jv_map
Hmm glueing might work :wink: but it's not very bug proof :?

I know a quick solution but it's dirty as hell: make a big box around your map (a non-solid script_object) with a targetname (or use a complex entity with multiple brushes if your skybox requires it). Then in your script type:

$targetnameofobject disconnect_paths

It'll completely disable their ability to navigate around the map...

Posted: Sun Aug 10, 2003 7:15 am
by Alcoholic
ugh man thats nasty! Doesnt all of your bots have the same name, like $bot? We could just glue them easily like this:

Code: Select all

for (local.i = 1; local.i <= $bot.size; local.i++)
{
    local.subject = $bot[local.i]
    local.stay= spawn script_origin
    local.stay.origin = local.subject.origin
    local.subject glue local.stay
    local.subject.stuck = local.stay
}
Then later on we make another for loop to unglue the bots, and delete the script objects "self.stuck

Posted: Sun Aug 10, 2003 11:15 am
by small_sumo
I might kill them with a mortar field............. When you see the movie you will know what I mean.

:)