View previous topic :: View next topic |
Author |
Message |
Baker

Joined: 14 Mar 2006 Posts: 1538
|
Posted: Mon Feb 11, 2008 12:08 pm Post subject: Frikbots and Deathmatch 3? |
|
|
I can't seem to get to deathmatch 3 (weapons stay) to work with the Frikbots. Am I doing something wrong or is deathmatch 3 disabled in the frikbots?
(I'm using the fbx straight from the Frikbot site with Monster's waypoints). |
|
Back to top |
|
 |
Orion

Joined: 12 Jan 2007 Posts: 414 Location: Brazil
|
Posted: Mon Feb 11, 2008 1:02 pm Post subject: |
|
|
The original NQ 1.06 source doesn't have deathmatch 3 nor 4.
But it's easy to implement, go to items.qc, find weapon_touch() and you'll see this line:
Code: |
if (deathmatch == 2 || coop)
|
Replace it with this:
Code: |
if (deathmatch == 2 || deathmatch == 3 || coop)
|
This will make the weapons stay in deathmatch 3 as well.
Now scroll down to ammo_touch(), before (self.think = SUB_regen;) add:
Code: |
if (deathmatch == 3)
self.nextthink = time + 15;
|
Because in QW deathmatch 3 the ammo boxes respawn every 15 seconds instead of 30.
Hope it helps. _________________ There's no signature here. Stop looking for one. |
|
Back to top |
|
 |
Baker

Joined: 14 Mar 2006 Posts: 1538
|
Posted: Mon Feb 11, 2008 1:30 pm Post subject: |
|
|
Orion wrote: | Because in QW deathmatch 3 the ammo boxes respawn every 15 seconds instead of 30.
Hope it helps. |
So that's what is up! Thanks, Orion!
Does anyone know how to make fbx start up with 3 bots active, or is this impossible?
I figure since I'm going to be recompiling the source now, that I'd ask about if this type of change is possible. |
|
Back to top |
|
 |
|