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frikbots : Some questions

 
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Freemanoid



Joined: 16 Jun 2008
Posts: 52
Location: BELARUS

PostPosted: Sun Aug 09, 2009 6:12 pm    Post subject: frikbots : Some questions Reply with quote

Can someone tell how to make so that bots could move more slowly? Still it is necessary that there was a dependence of speed from different weapons.
And how to make two teams that they did not attack members of the team?
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Orion



Joined: 12 Jan 2007
Posts: 414
Location: Brazil

PostPosted: Sun Aug 09, 2009 7:01 pm    Post subject: Reply with quote

You can have a fixed sv_maxspeed, and what defines the speed of a player is cl_forwardspeed, cl_sidespeed, cl_backspeed and cl_upspeed (also these values may be above sv_maxspeed, but never exceeds the limit).

Tune all these to the specified speed, which is normally below sv_maxspeed (default 320) when you carry a heavy weapon.

I think frikbots have their own cl_forwarspeed and stuff tuned..
I think stuffcmd() doesn't work with them.

And frikbot understand teamplay by default. You'll need to set teamplay to 1 or 2. Use impulse 101 to add an enemy bot, impulse 100 to add a teammate.
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Supa



Joined: 26 Oct 2004
Posts: 122

PostPosted: Sun Aug 09, 2009 9:22 pm    Post subject: Reply with quote

As for slowing down bots you'll need to modify CL_KeyMove() which is at the top of bot_phys.qc. Any changes you make to player speeds will need to be duplicated in there, though keep in mind those values are always doubled unless the bot needs to walk for some reason. So if you want to force a player to use a cl_forwardspeed of 200, you'll need to give the bot a base forward speed of 100.
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Freemanoid



Joined: 16 Jun 2008
Posts: 52
Location: BELARUS

PostPosted: Mon Aug 10, 2009 2:07 am    Post subject: Reply with quote

Okay,thanks.

And another question. Is it possible to make so that one team appeared only in one place and started from it.Other team too.Like in Counter-strike.
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Mon Aug 10, 2009 2:43 am    Post subject: Reply with quote

Yeah, and if I'm not mistaken there might even be a tutorial on it?

But if there's not, it's simple enough to create a new team variable in defs.qc, assign a team to each player at his or her creation using some sort of menu, create two new spawn entities, one for each team, and simply check against the player's team variable when he or she is spawned Very Happy!
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Freemanoid



Joined: 16 Jun 2008
Posts: 52
Location: BELARUS

PostPosted: Mon Aug 10, 2009 8:27 am    Post subject: Reply with quote

Yes I have found a tutorial. Thanks!
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