How to use bots in your title packs
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Re: How to use bots in your title packs
This is really odd behavior, a groupy camp, and other strange stuff.
Last edited by kadaz on 13 Mar 2015, 19:24, edited 1 time in total.
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Re: How to use bots in your title packs
Hi I got a little problem when I load the map in local game an error message appear and it's written
[362, 60] The procedure ItemList_Add failed to complete :
Could not load Item
does anymone could help me, in french if it's possible just for the technical words ^^' but it doesn't matter i understood until there
[362, 60] The procedure ItemList_Add failed to complete :
Could not load Item
does anymone could help me, in french if it's possible just for the technical words ^^' but it doesn't matter i understood until there
Re: How to use bots in your title packs
Hi Souljah,Souljah wrote:Hi I got a little problem when I load the map in local game an error message appear and it's written
[362, 60] The procedure ItemList_Add failed to complete :
Could not load Item
does anymone could help me, in french if it's possible just for the technical words ^^' but it doesn't matter i understood until there
It means that your Item.Gbx files are not in the right place. Does the path in the ItemList_Add command match the path of your Item ?
Re: How to use bots in your title packs
Yeah indeed it wasn't in the right file, I made a spelling mistake on Character ^^'Hi Souljah,
It means that your Item.Gbx files are not in the right place. Does the path in the ItemList_Add command match the path of your Item ?
thanks a lot, I will test your game mod now ;p
Re: How to use bots in your title packs
You might want to test the Invasion title pack by Domino as well
Re: How to use bots in your title packs
Idk if this directly bot related, has anyone ever seen this in game?
And I even had respawned and the bot was still there, shot at him, nothing, and even try to bounce him...
http://knights.clanservers.com/profile/shadows.jpg
Funny, but not so.
[*]EDIT
Well found out why.. if you using a low shader, yet no glow for weapon trails and your on a safe spawn.. when a player is on the safe spawn, it will just shadow the shootmania player..
And I even had respawned and the bot was still there, shot at him, nothing, and even try to bounce him...
http://knights.clanservers.com/profile/shadows.jpg
Funny, but not so.
[*]EDIT
Well found out why.. if you using a low shader, yet no glow for weapon trails and your on a safe spawn.. when a player is on the safe spawn, it will just shadow the shootmania player..
Last edited by kadaz on 31 Aug 2015, 03:06, edited 1 time in total.
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Re: How to use bots in your title packs
Update on Shootmania Bot Behavior..
1. Bots are fairly less spinny! Thats a good thing.. I think an adjustment in the FOV, in knights script will help that.
2. Bots at gates and shields, I don't know what they if they recognize.. yet at the gates, they won't center at the gate to open the gate, yet just jump up and down in the corner thinking its some barrier to get through.. Now I dont know the reaction for shields, cause I place them majority in spots that they have no need to enter.. yet I would suspect the same, yet to have the bots to shoot at the shield would seem careless behavior for bots.. Also when at the gates, even on the reverse side, they will respond with the same action, just think it is an wall that it can jump over.. not like it's a wall that can not be gone through.
3. I have seen this behavior particularly on the map DRYERMAZE.. where they leave the spawn and have to go down a one block slant, and because on the next block.. a center fence is lowered one block high, and they don't see it being a way under the "gate" .. does this need an adjustment? http://knights.clanservers.com/profile/ ... ective.jpg
4. They still quite a tendency to still wade in deep water, even if it is shallow, stay there and not look for a way out on dry land..
Thats all.
1. Bots are fairly less spinny! Thats a good thing.. I think an adjustment in the FOV, in knights script will help that.
2. Bots at gates and shields, I don't know what they if they recognize.. yet at the gates, they won't center at the gate to open the gate, yet just jump up and down in the corner thinking its some barrier to get through.. Now I dont know the reaction for shields, cause I place them majority in spots that they have no need to enter.. yet I would suspect the same, yet to have the bots to shoot at the shield would seem careless behavior for bots.. Also when at the gates, even on the reverse side, they will respond with the same action, just think it is an wall that it can jump over.. not like it's a wall that can not be gone through.
3. I have seen this behavior particularly on the map DRYERMAZE.. where they leave the spawn and have to go down a one block slant, and because on the next block.. a center fence is lowered one block high, and they don't see it being a way under the "gate" .. does this need an adjustment? http://knights.clanservers.com/profile/ ... ective.jpg
4. They still quite a tendency to still wade in deep water, even if it is shallow, stay there and not look for a way out on dry land..
Thats all.
Last edited by kadaz on 31 Aug 2015, 03:04, edited 1 time in total.
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Re: How to use bots in your title packs
Hi there, Iam trying to set a target filter to avoid all other fake players, so I can enable coop mode not using team.. like below.. and then scripting a tallying sum from the players to show which side won.
With a custom weapon.
And it would appear that I need to put together a small title pack, only because I don't see any references to a person download loading a bot skin VIA a url. Unless there is a way like below? A rather simple way to avoid adding such a small item.. similar to #Const C_NeutralEmblemUrl.. any thoughts?
With a custom weapon.
Code: Select all
Void SetBotParameters(CSmPlayer _Player) {
if (_Player.IsFakePlayer) {
// Parameters
_Player.ForceColor = <.2, .2, .1>;
_Player.Driver.Agressivity = S_BotPower;
SetPlayerWeapon(_Player, CSmMode::EWeapon::Nucleus, True);
_Player.Driver.AttackFilter = CSmPlayerDriver::ESmAttackFilter::Nobots;
ETC..
Code: Select all
#Const C_NbTurrentBotskin "https://cobalt.com/models/arenaplayer/robot.zip"
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Re: How to use bots in your title packs
Code: Select all
CSmPlayerDriver::ESmAttackFilter::AllPlayers
As i do in Invasion i only need to force model (item) as local file:
Code: Select all
G_Objects["ToadSample"] = ItemList_Add("Characters\\ToadSample.Item.Gbx");
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Re: How to use bots in your title packs
Possible to have skins for FakePlayers or just Custom Bots?domino54 wrote:
Not sure if you can run other skins for bots if you dont use special Item.Gbx on local storage.
As i do in Invasion i only need to force model (item) as local file:Skin loads automatically from Skins/Models/Minion/ToadSample.zip as specified in item file.Code: Select all
G_Objects["ToadSample"] = ItemList_Add("Characters\\ToadSample.Item.Gbx");
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