Frikbots and Deathmatch 3?
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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).
(I'm using the fbx straight from the Frikbot site with Monster's waypoints).
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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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:
Replace it with this:
This will make the weapons stay in deathmatch 3 as well.
Now scroll down to ammo_touch(), before (self.think = SUB_regen;) add:
Because in QW deathmatch 3 the ammo boxes respawn every 15 seconds instead of 30.
Hope it helps.
But it's easy to implement, go to items.qc, find weapon_touch() and you'll see this line:
- Code: Select all
if (deathmatch == 2 || coop)
Replace it with this:
- Code: Select all
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: Select all
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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Orion - Posts: 476
- Joined: Fri Jan 12, 2007 6:32 pm
- Location: Brazil
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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Baker - Posts: 3666
- Joined: Tue Mar 14, 2006 5:15 am
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