bots repair buildings [message #204280] |
Sat, 17 June 2006 17:14 |
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sycar
Messages: 144 Registered: February 2006 Location: Reading, UK
Karma: 0
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Recruit |
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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
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Re: bots repair buildings [message #204285 is a reply to message #204280] |
Sat, 17 June 2006 17:49 |
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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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Renegade Forums - Official Drama Perpetuator.
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Re: bots repair buildings [message #204294 is a reply to message #204280] |
Sat, 17 June 2006 18:36 |
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Whitedragon
Messages: 832 Registered: February 2003 Location: California
Karma: 1
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Colonel |
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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.
Black-Cell.net
Network Administrator (2003 - )
DragonServ, Renegade's first IRC interface bot
Creator and lead coder (2002 - )
Dragonade, Renegade's first server side modification
Lead coder (2005 - )
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Re: bots repair buildings [message #204455 is a reply to message #204280] |
Mon, 19 June 2006 07:22 |
bisen11
Messages: 797 Registered: December 2004
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Colonel |
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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.
[Updated on: Mon, 19 June 2006 07:23] Report message to a moderator
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Re: bots repair buildings [message #204514 is a reply to message #204280] |
Mon, 19 June 2006 16:50 |
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dudley
Messages: 115 Registered: April 2005 Location: Germany
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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] Report message to a moderator
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Re: bots repair buildings [message #204696 is a reply to message #204595] |
Wed, 21 June 2006 02:01 |
nopol10
Messages: 1043 Registered: February 2005 Location: Singapore
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General (1 Star) |
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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)
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It didn't seem to work when I tried though.
nopol10=Nopol=nopol(GSA)
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Re: bots repair buildings [message #204892 is a reply to message #204280] |
Thu, 22 June 2006 05:32 |
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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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Renegade Forums - Official Drama Perpetuator.
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Re: bots repair buildings [message #204894 is a reply to message #204280] |
Thu, 22 June 2006 05:38 |
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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
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
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Re: bots repair buildings [message #204917 is a reply to message #204280] |
Thu, 22 June 2006 10:04 |
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sycar
Messages: 144 Registered: February 2006 Location: Reading, UK
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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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