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Tiberium Ain't Healthy [message #319673] Thu, 28 February 2008 18:12 Go to next message
Fenrir is currently offline  Fenrir
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Unfortuantely, the bots don't know that. Is there any way to make bots avoid an area?
Re: Tiberium Ain't Healthy [message #319682 is a reply to message #319673] Thu, 28 February 2008 18:47 Go to previous messageGo to next message
GEORGE ZIMMER is currently offline  GEORGE ZIMMER
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Set up paths for the bots to follow, so if they go near tiberium, they'll go into a pathway and avoid it. Similar to how you get a harvesters to go TO tiberium, although I've never really tested this myself, so I could be wrong.

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[Updated on: Thu, 28 February 2008 18:47]

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Re: Tiberium Ain't Healthy [message #319712 is a reply to message #319673] Thu, 28 February 2008 21:44 Go to previous messageGo to next message
bisen11 is currently offline  bisen11
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Yeah, test to see if the waypoint idea works. Also try using coverspots that go around the tiberium. I think bots like to run to those when going somewhere.

http://i6.photobucket.com/albums/y206/bisen11/bisensubzerosig2.jpg
Re: Tiberium Ain't Healthy [message #319722 is a reply to message #319673] Thu, 28 February 2008 23:26 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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Cover spots only work when the bots are engaged. (when they spot an enemy)
Look at how the waypaths for skirmish were setup with the Mix-To-LE converter. Although WW didn't make any for avoiding tiberium, only for getting to the battlefield.


WOL: Veyrdite Previously: Dthdealer ( a long time ago )

[Updated on: Thu, 28 February 2008 23:26]

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Re: Tiberium Ain't Healthy [message #319725 is a reply to message #319673] Thu, 28 February 2008 23:40 Go to previous messageGo to next message
reborn is currently offline  reborn
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Well, if you could make a cloned script that is attached to the tiberium zone then yeah you could.
It would be quite crude, but if you was to remove the normal WW script, then attach yours instead it might work.
You would have to do allot of work on the ::Entered event for the bots, and it would most likely never be super smooth that way, but yeah. You could in theory I guess.
Either that or be super cheap and just give the bots a chem suit sheild instead of kevlar. Razz



Re: Tiberium Ain't Healthy [message #319743 is a reply to message #319725] Fri, 29 February 2008 02:30 Go to previous messageGo to next message
Veyrdite is currently offline  Veyrdite
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reborn wrote on Fri, 29 February 2008 17:40


Either that or be super cheap and just give the bots a chem suit sheild instead of kevlar. Razz

LMAO


WOL: Veyrdite Previously: Dthdealer ( a long time ago )
Re: Tiberium Ain't Healthy [message #319759 is a reply to message #319725] Fri, 29 February 2008 06:08 Go to previous message
Fenrir is currently offline  Fenrir
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reborn wrote on Fri, 29 February 2008 00:40

Well, if you could make a cloned script that is attached to the tiberium zone then yeah you could.
It would be quite crude, but if you was to remove the normal WW script, then attach yours instead it might work.
You would have to do allot of work on the ::Entered event for the bots, and it would most likely never be super smooth that way, but yeah. You could in theory I guess.
I'm a n00b to both modding and C++ programming (The scripts are written in C++, right?), so this is quite beyond my reach at this point. It looks like waypaths are the way to go. Thanks, everyone. Thumbs Up
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