Backpacks
Backpacks
Guys, how can I have a message displayed of the contents of a backpack when it is picked up?
Also, how can I get the Frikbots to pick up the backpacks?
They don't seem to be aggressive enough in picking them up.
I'm running a QW server with the Frikbot mod.
Thanks.
Also, how can I get the Frikbots to pick up the backpacks?
They don't seem to be aggressive enough in picking them up.
I'm running a QW server with the Frikbot mod.
Thanks.
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Well, to the Frikbots get backpacks I don't know, but to the backpack display the messages, you'll see something like PRINT_LOW in the sprint parameters, change it to PRINT_MEDIUM or PRINT_HIGH in all BackpackTouch sprints.
Because some newer clients avoids "you got" messages, because they're PRINT_LOW.
Because some newer clients avoids "you got" messages, because they're PRINT_LOW.
I am making this suggestion with the admission that I don't know about qc.
Perhaps half a second after the backpack spawns, do a contents check, and if it is found to be in a hazardous material, flag itself as such. Then when bots see the entity, they see the entity's own flag (which it has already calculated and only does so once) and then can weigh it based upon the flag (lava basically being a no-go, slime being a maybe, water being a low risk, and other wise its good). The only time where backpacks are too high of a priority is taking a longer route to health for 25 additional shells...
I played the Frogbot recently, and I noticed on a hard skill, I died while firing rockets at it, and dropped a pack, containing my rl and at least 15 rockets... When I came back to the area (dm6, rl/ra room) I found the bot camping the rl to get more ammo - and not touching my backpack at all which was in plain sight.
Perhaps half a second after the backpack spawns, do a contents check, and if it is found to be in a hazardous material, flag itself as such. Then when bots see the entity, they see the entity's own flag (which it has already calculated and only does so once) and then can weigh it based upon the flag (lava basically being a no-go, slime being a maybe, water being a low risk, and other wise its good). The only time where backpacks are too high of a priority is taking a longer route to health for 25 additional shells...
I played the Frogbot recently, and I noticed on a hard skill, I died while firing rockets at it, and dropped a pack, containing my rl and at least 15 rockets... When I came back to the area (dm6, rl/ra room) I found the bot camping the rl to get more ammo - and not touching my backpack at all which was in plain sight.
I've uploaded the latest FBX+ and its languishing in the incoming folder of the Frikbot Resource Cube. *sob*
http://tlb.quakedev.com/files/fbxways/
http://tlb.quakedev.com/files/fbxways/
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- InsideQC Staff
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Whoops, sorry I left it in there so long. I've been kinda busy and distracted again. All three have now been moved to the variants directory.illithid wrote:I've uploaded the latest FBX+ and its languishing in the incoming folder of the Frikbot Resource Cube. *sob*
http://tlb.quakedev.com/files/fbxways/
Dr Shadowborg :
Thanks.
redrum:
I rewrote bits of the item pickup priority code, included new waypoints for DM1, DM4, DM5 & DM6, added Deathmatch mode 3 support and random respawn spots. It's nothing fancy actually, but if you observe bot behaviour between the original FBX and FBX+, you'll see the difference.
The source code is included and commented so you can have a look in bot_ai.qc and bot_fight.qc to see the changes I made.
FBX+ basically came out of a need to have a "vanilla" code base for FBXDoom and FBX-PainKeep.
Thanks.
redrum:
I rewrote bits of the item pickup priority code, included new waypoints for DM1, DM4, DM5 & DM6, added Deathmatch mode 3 support and random respawn spots. It's nothing fancy actually, but if you observe bot behaviour between the original FBX and FBX+, you'll see the difference.
The source code is included and commented so you can have a look in bot_ai.qc and bot_fight.qc to see the changes I made.
FBX+ basically came out of a need to have a "vanilla" code base for FBXDoom and FBX-PainKeep.
I have exploding backpacks in my mod. Well, they don't really explode they just deal heavy damage (depending on the contents).
How can I get the owner of the backpack to get credit for the kill?
Here is the code I added to items.qc:
How can I get the owner of the backpack to get credit for the kill?
Here is the code I added to items.qc:
Code: Select all
if (self.ammo_rockets == 12 && (self.ammo_nails >= 200) )
{
T_Damage (other, self, self, self.ammo_rockets*500);
centerprint(other, "you found an exploding backpack!\n");
}
if (self.ammo_rockets == 11 && (self.ammo_nails >= 225) )
{
T_Damage (other, self, self, self.ammo_rockets*500);
centerprint(other, "you found an exploding backpack!\n");
}
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