Tiberium Ain't Healthy [message #319673] |
Thu, 28 February 2008 18:12 |
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Fenrir
Messages: 17 Registered: February 2008
Karma: 0
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Recruit |
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Unfortuantely, the bots don't know that. Is there any way to make bots avoid an area?
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Re: Tiberium Ain't Healthy [message #319682 is a reply to message #319673] |
Thu, 28 February 2008 18:47 |
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GEORGE ZIMMER
Messages: 2605 Registered: March 2006
Karma: 0
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General (2 Stars) |
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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.
Toggle SpoilerScrin wrote on Sat, 24 January 2009 13:22 |
cAmpa wrote on Sat, 24 January 2009 12:45 | Scrin, stop pming people to get the building bars.
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FUCK YOU AND THIS SHIT GAME WITH YOUR SCRIPTS!!! I HAVE ASKING YOU AND ANOTHER NOOBS HERE ABOUT HELP WITH THAT BUILDING ICONS FEATURES FOR YEARS, BUT YOU KEEP IGNORING ME AND KEEP WRITE SHIT, SO BURN YOU AND YOUR ASSLICKERS FRIENDS, THIS TIME I'M NOT COME BACK!!!!!!!!!
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[Updated on: Thu, 28 February 2008 18:47] Report message to a moderator
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Re: Tiberium Ain't Healthy [message #319712 is a reply to message #319673] |
Thu, 28 February 2008 21:44 |
bisen11
Messages: 797 Registered: December 2004
Karma: 0
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Colonel |
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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.
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Re: Tiberium Ain't Healthy [message #319722 is a reply to message #319673] |
Thu, 28 February 2008 23:26 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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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] Report message to a moderator
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Re: Tiberium Ain't Healthy [message #319743 is a reply to message #319725] |
Fri, 29 February 2008 02:30 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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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.
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LMAO
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Tiberium Ain't Healthy [message #319759 is a reply to message #319725] |
Fri, 29 February 2008 06:08 |
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Fenrir
Messages: 17 Registered: February 2008
Karma: 0
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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.
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