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bots repair buildings [message #204280] Sat, 17 June 2006 17:14 Go to next message
sycar is currently offline  sycar
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If there currently a script in the custom scripts package that i could use to get spawned engineers to repair the buildings of the relevant teams buildings.

Any ideas?
thanks buffymaniack
Re: bots repair buildings [message #204285 is a reply to message #204280] Sat, 17 June 2006 17:49 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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I asked around when i wanted to do it but aparently you cant do it.

HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: bots repair buildings [message #204290 is a reply to message #204280] Sat, 17 June 2006 18:07 Go to previous messageGo to next message
IronWarrior is currently offline  IronWarrior
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I think you can, I know you can get bots to hunt the player and repair you, am sure its the same thing with buildings...

In one of my maps, I had the GDI Eggies, run towards a Nod sam site and start fixing it, if they can do that, they can repair a building, but I forgot what script did this. lol :/
Re: bots repair buildings [message #204294 is a reply to message #204280] Sat, 17 June 2006 18:36 Go to previous messageGo to next message
Whitedragon is currently offline  Whitedragon
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The bots would try to repair the building controller instead of the actual building, since the only part of a building scripts can "see" is its controller.

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Re: bots repair buildings [message #204329 is a reply to message #204280] Sun, 18 June 2006 00:24 Go to previous messageGo to next message
danpaul88 is currently offline  danpaul88
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well the solution to that is to place the controller behind the MCT, then they will repair the MCT... or go the other side of the wall and repair behind the MCT most likely knowing renegade's AI... Tell Me

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Re: bots repair buildings [message #204340 is a reply to message #204280] Sun, 18 June 2006 02:40 Go to previous messageGo to next message
sycar is currently offline  sycar
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well ok, what script would i use to get the bot to repair the building controller?

thanks for your replies
buffymaniack
Re: bots repair buildings [message #204349 is a reply to message #204280] Sun, 18 June 2006 06:48 Go to previous messageGo to next message
Stallion is currently offline  Stallion
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Why not just use an auto repair for your buildings?

Level edit is my play ground
Re: bots repair buildings [message #204370 is a reply to message #204280] Sun, 18 June 2006 10:43 Go to previous messageGo to next message
Shadow2256 is currently offline  Shadow2256
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Because that's too easy, and it's not as fun. I would much rather see AI units healing buildings than an auto-repair.

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Re: bots repair buildings [message #204393 is a reply to message #204280] Sun, 18 June 2006 15:23 Go to previous messageGo to next message
sycar is currently offline  sycar
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agreed ^^^, so any ideas you modding guru's?
Re: bots repair buildings [message #204455 is a reply to message #204280] Mon, 19 June 2006 07:22 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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Well, If IWarriors remember the script he used for the Sam site. You could make a tiny box and attach the script to that then put it in the MCT. That might work.

Although since bots are dumb maybe you'd want to put the box right in front of the mct and make it so bullets n whatnot go through it.


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[Updated on: Mon, 19 June 2006 07:23]

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Re: bots repair buildings [message #204457 is a reply to message #204455] Mon, 19 June 2006 07:28 Go to previous messageGo to next message
LR01 is currently offline  LR01
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If...

Moding can be real Fun...
Re: bots repair buildings [message #204514 is a reply to message #204280] Mon, 19 June 2006 16:50 Go to previous messageGo to next message
dudley is currently offline  dudley
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sam sites and turrets are 'vehicles' in the preset tree so its easier to get the bots looking for them
but it should be possible to create a zone which the bot 'attacks' with his repair gun (not sure though as I never tried that)


The dead know only one thing: it's better to be alive.

[Updated on: Mon, 19 June 2006 16:50]

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Re: bots repair buildings [message #204589 is a reply to message #204514] Tue, 20 June 2006 09:46 Go to previous messageGo to next message
LR01 is currently offline  LR01
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Maybay:
RMV_Building_Engineer_Controller
Dont know how its work but it could be Big Ups Big Ups


Moding can be real Fun...
Re: bots repair buildings [message #204595 is a reply to message #204280] Tue, 20 June 2006 12:52 Go to previous messageGo to next message
sycar is currently offline  sycar
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looked at that script, but didn't have a clue about half the parameters required. Like start_25 and number_25 etc. I mean wtf? I was thinking, is there a script to get a bot to attack an object, because what i could do is, on building damage the bot is coded to "attack" the mct of that relevant building.

Any ideas if there is this sorta script?

Cheers for all your help!
buffymaniack
Re: bots repair buildings [message #204696 is a reply to message #204595] Wed, 21 June 2006 02:01 Go to previous messageGo to next message
nopol10 is currently offline  nopol10
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I do remember using a JFW_Engineer_Repair and JFW_Engineer_Target.

From the scripts.dll readme file

JFW_Engineer_Target (clone of M03_Engineer_Target)

JFW_Engineer_Repair (clone of M03_Engineer_Repair)
Repair_Priority (priority for repairing)

To prevent the problem where when you get out of a vehicle, it is no longer being repaired by the bots, use NH_SetTeam_OnLeave, it should work.
Also, in addition, JFW_Engineer_Target has been modified to check the Shield Strength (i.e. armour) of the object in addition to the health.
The repair object can be any vehicle or infantry that has a repair gun weapon and wheels/legs/tracks/whatever so it can move.
Also, there is a limit to how far away the repair script will detect a damaged target (since I can't find the sound presets it's using, I can't identify how far that is)


It didn't seem to work when I tried though.


nopol10=Nopol=nopol(GSA)

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Re: bots repair buildings [message #204878 is a reply to message #204280] Thu, 22 June 2006 03:04 Go to previous messageGo to next message
sycar is currently offline  sycar
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tried it, and as you said it didn't work. He just seems to walk about ignoring the building being damaged and only shot when an enemy unit was near, and the thing he shot at was the enemy. Gawd damn bots!

~Cheers 4 ya help.
Re: bots repair buildings [message #204892 is a reply to message #204280] Thu, 22 June 2006 05:32 Go to previous messageGo to next message
JeepRubi is currently offline  JeepRubi
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Make a daves arrow and see if you can some how connect the arrow to the buildings health, then attach the scrip to it.

HORQWER wrote on Tue, 18 September 2007 20:47

this is not a real renegade forums ,some one made it up

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Re: bots repair buildings [message #204894 is a reply to message #204280] Thu, 22 June 2006 05:38 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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For scripts.dll 2.9 (whenever that is), I can look into adding a script that would handle this. Basicly, you would place a daves arrow or similar at a location that intersects with the building you want to repair (e.g. put it inside/next to the MCT) and the bot would attack that daves arrow whilst still checking the buildings health.
Assuming the arrow was in the right place, the beam would hit the desired target area.


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
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Re: bots repair buildings [message #204917 is a reply to message #204280] Thu, 22 June 2006 10:04 Go to previous message
sycar is currently offline  sycar
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cheers jonwill. that sounds exactly what i was looking for, any ideas at all when that might be avaliable?

thanks buffymaniack
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