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Frikbots and Deathmatch 3?

 
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Feb 11, 2008 12:08 pm    Post subject: Frikbots and Deathmatch 3? Reply with quote

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).
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Orion



Joined: 12 Jan 2007
Posts: 414
Location: Brazil

PostPosted: Mon Feb 11, 2008 1:02 pm    Post subject: Reply with quote

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.
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Baker



Joined: 14 Mar 2006
Posts: 1538

PostPosted: Mon Feb 11, 2008 1:30 pm    Post subject: Reply with quote

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.
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