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Freemanoid
Joined: 16 Jun 2008 Posts: 52 Location: BELARUS
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Posted: Sun Aug 09, 2009 6:12 pm Post subject: frikbots : Some questions |
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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? _________________ ^O,..,o^ |
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Orion

Joined: 12 Jan 2007 Posts: 413 Location: Brazil
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Posted: Sun Aug 09, 2009 7:01 pm Post subject: |
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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
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Posted: Sun Aug 09, 2009 9:22 pm Post subject: |
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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
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Posted: Mon Aug 10, 2009 2:07 am Post subject: |
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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. _________________ ^O,..,o^ |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Mon Aug 10, 2009 2:43 am Post subject: |
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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 ! |
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Freemanoid
Joined: 16 Jun 2008 Posts: 52 Location: BELARUS
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Posted: Mon Aug 10, 2009 8:27 am Post subject: |
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Yes I have found a tutorial. Thanks! _________________ ^O,..,o^ |
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