When using Electros method of adding self.enemy = targetentity; at the end of BotAI().
I get an error while compiling: "Unknown value targetentity" and "type mismatch for = (pointer and _variant)
Search found 410 matches
- Fri Aug 08, 2014 8:27 pm
- Forum: Artificial Intelligence
- Topic: Getting Frikbot to shoot an entity
- Replies: 14
- Views: 14588
- Wed Aug 06, 2014 9:06 pm
- Forum: Artificial Intelligence
- Topic: Getting Frikbot to shoot an entity
- Replies: 14
- Views: 14588
Re: Getting Frikbot to shoot an entity
Thx Spike. I'll look into it.
- Wed Aug 06, 2014 1:47 pm
- Forum: Artificial Intelligence
- Topic: Getting Frikbot to shoot an entity
- Replies: 14
- Views: 14588
Re: Getting Frikbot to shoot an entity
any other help?
- Tue Aug 05, 2014 1:37 pm
- Forum: Artificial Intelligence
- Topic: Getting Frikbot to shoot an entity
- Replies: 14
- Views: 14588
Re: Getting Frikbot to shoot an entity
Yea...that was getting errors as well. I tried that first. I have no idea what you said after that
or wrap a counter there instead, like if c > 256 break;
- Tue Aug 05, 2014 1:51 am
- Forum: Artificial Intelligence
- Topic: Getting Frikbot to shoot an entity
- Replies: 14
- Views: 14588
Re: Getting Frikbot to shoot an entity
I tried implementing the above code, but get this error message:
INDIRECT 13454(FOE)ENTITY 0 13077(_NEXT)._NEXT 13454(FOE)
BOT_FIGHT.QC : BOT_DODGE_STUFF
BOT_AI.QC : BOTAI
BOT_PHYS.QC : POSTPHYSICS
(NO FUNCTION)
RUNAWAY LOOP ERROR
The code compiles with no warnings.
INDIRECT 13454(FOE)ENTITY 0 13077(_NEXT)._NEXT 13454(FOE)
BOT_FIGHT.QC : BOT_DODGE_STUFF
BOT_AI.QC : BOTAI
BOT_PHYS.QC : POSTPHYSICS
(NO FUNCTION)
RUNAWAY LOOP ERROR
The code compiles with no warnings.
- Sun Aug 03, 2014 11:46 pm
- Forum: QuakeC Programming
- Topic: Frikbot waypoint editor
- Replies: 5
- Views: 2897
Re: Frikbot waypoint editor
OK got it up and running. I needed to be in multiplayer mode. I'm working with the map ferrum. There is a door that needs to be shot at in order for it to open. I'm using the door AI flag on both waypoints right in front of and behind the door. But he just stands there. How can I make him shoot the ...
- Fri Aug 01, 2014 10:41 pm
- Forum: QuakeC Programming
- Topic: Frikbot waypoint editor
- Replies: 5
- Views: 2897
Re: Frikbot waypoint editor
OK, I'm inching along here. I've got a new clean version of Quake with the FrikbotX mod. It is now compiling (had a small typo). NOW, can I load a waypoint.qc file so that I can edit it? If I remember correctly if I "dump" it creates a file. I've created a few waypoints and did a test dump...
- Fri Aug 01, 2014 9:28 pm
- Forum: QuakeC Programming
- Topic: Frikbot waypoint editor
- Replies: 5
- Views: 2897
Re: Frikbot waypoint editor
Ok, trying to do a clean install of Frikbot. I'm already having trouble with my first step (it's been awhile and my memory is terrible). I've downloaded the source files, and it won't compile (haven't yet attempted to install Frikbot yet) I have all the files in the same directory as my compiler. He...
- Fri Aug 01, 2014 10:19 am
- Forum: QuakeC Programming
- Topic: Frikbot waypoint editor
- Replies: 5
- Views: 2897
Re: Frikbot waypoint editor
Actually a .qc file...
- Thu Jul 31, 2014 9:57 pm
- Forum: QuakeC Programming
- Topic: Frikbot waypoint editor
- Replies: 5
- Views: 2897
Frikbot waypoint editor
It's been awhile since i've quaked LOL.
Anyway, I wanted to edit a .way file that I made years ago. Is there a way to load the file and edit it?
Or do I have to start from scratch?
Anyway, I wanted to edit a .way file that I made years ago. Is there a way to load the file and edit it?
Or do I have to start from scratch?
- Tue Feb 28, 2012 10:26 pm
- Forum: QuakeC Programming
- Topic: Skins?
- Replies: 4
- Views: 2584
Re: Skins?
nope, same thing
- Tue Feb 28, 2012 10:17 pm
- Forum: QuakeC Programming
- Topic: Skins?
- Replies: 4
- Views: 2584
Re: Skins?
I'll give it a go.
- Tue Feb 28, 2012 9:20 pm
- Forum: QuakeC Programming
- Topic: Skins?
- Replies: 4
- Views: 2584
Skins?
OK, finally got those nasty little Frikbots into my QW server. :D Now I'm trying to change their skins. I made a new player.mdl called player1.mdl. The new model has numerous skins. Here's the code in PutClientInServer(); setmodel (self, "progs/eyes.mdl"); modelindex_eyes = self.modelindex...
- Tue Feb 14, 2012 3:31 am
- Forum: QuakeC Programming
- Topic: .jump_flag?
- Replies: 3
- Views: 2101
Re: .jump_flag?
Nope, that wasn't it. Any other ideas?
- Mon Feb 13, 2012 5:03 pm
- Forum: QuakeC Programming
- Topic: .jump_flag?
- Replies: 3
- Views: 2101
Re: .jump_flag?
Hmmmmmmm.