Bot Mapper
Mod File number (downloads) - bdbodger_botsmapper.zip (239)
MD5 |
Type - Bots / AI Server / Client - Client Side |
Mod Sub Cat - N/A |
Mod Version - 1.0 |
Total Views - |
Mod screen shot -
|
Mod PK3
PK3 MD5
|
Mod External Info -
|
Game Type - MOHAA
|
Mod Creator - Bdbodger
|
||
Mod Status - Fully working no errors |
|||||
Team -
|
Theme - |
Rating |
Extra Credits -
|
||
Iinstall / info /////////////////////////////////////////////////////////////////////////////////////////////////////////// Botmap maker system created by bdbodger ( ) ©2004 You are free to use this script for noncommercial use as long as you do not remove this message and if you edit the script you indicate in the script the changes you have made . This script is offered as is and author is not responsible for improper use . ////////////////////////////////////////////////////////////////////////////////////////////////////////////// setup: Put the user_Bdbodger_botmapper.pk3 in the main directory When running the Botsmapper.scr you will need to use the botspawnmenu I suggest you type: bind b pushmenu botspawnmenu I have included a test or sample script for obj_team1 it contains the following maps/obj/obj_team1_bot.scr maps/obj/obj_team1_save.scr maps/obj/obj_team1.scr The some of the lines in the original maps/obj/obj_team1.scr have been changed and these lines added ////////////////////////////////////////////////////////////////////////////////////////////////////////////// waitexec maps/obj/obj_team1_bot.scr ////////////////////////////////////////////////////////////////////////////////////////////////////////////// //waitexec maps/obj/obj_team1_save.scr //exec global/Botsmapper.scr ////////////////////////////////////////////////////////////////////////////////////////////////////////////// There are two buttons on the menus 1 is to write the final script and 1 writes a save script the difference is simple ////////////////////////////////////////////////////////////////////////////////////////////////////////////// These lines have been commented out //$flak88_weapon1_trigger thread flak88_random_setup $flak88_weapon1_explosive //$flak88_weapon1 $flak88_target1 $flak88_base1 4 The botmapper script will add these lines to the script writeout but not the save script. $flak88_weapon1_explosive thread global/jv_obj_dm.scr::bomb_thinker waitthread global/jv_bots/jv_mp_ai.scr::enable ////////////////////////////////////////////////////////////////////////////////////////////////////////////// On the botspawnmenu I have added a special model "bsp_bomb" this is for bombs that are created in the bsp to use it ////////////////////////////////////////////////////////////////////////////////////////////////////////////// When setting the auto pathnodes on the menu you will not be able at this time to edit or move them later there is however ////////////////////////////////////////////////////////////////////////////////////////////////////////////// When the objective models are spawned in the final script I did not use spawnflags 1 to make them not solid I don't know if ////////////////////////////////////////////////////////////////////////////////////////////////////////////// The menu will add the .destroyed_model key to the model if that modes has a destroyed model . I also have the destroyed models ////////////////////////////////////////////////////////////////////////////////////////////////////////////// Most things that have keys that are always used for that type of thing like the targetname of a bombnode are added by the ////////////////////////////////////////////////////////////////////////////////////////////////////////////// At this time the setsize on the triggers is predefined println "level.obj_model[" local.i "] setsize ( -25 -25 0 )( 25 25 50 )" This seems to work ok ////////////////////////////////////////////////////////////////////////////////////////////////////////////// For the test map I set on the botmapsetup menu that you can get to from the botspawnmenu level.alliesbots = 7 ////////////////////////////////////////////////////////////////////////////////////////////////////////////// Tips: You can not move when any of the menus are open but if you click outside the menu you can point yourself in a different ////////////////////////////////////////////////////////////////////////////////////////////////////////////// Routelists: If you set the routelist key on an entity then a routelist will be created automatically . I have allowed 4 routes per //<------------------------ Route lists -------------------------> level.routelist[route1][1] = "b" ////////////////////////////////////////////////////////////////////////////////////////////////////////////// To select a node or model in front of you use the use key and it will be automatically selected and the menu updated //////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|||||
Video
|