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			| Re: computer-controlled bots [message #192376 is a reply to message #192284] | 
			Thu, 09 March 2006 22:33    | 
		 
		
			
				
				
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						Oblivion165
						 Messages: 3468 Registered: June 2003  Location: Hendersonville, North Car...
						
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		| darksnipa wrote on Thu, 09 March 2006 10:45 |   ok what i'm actually looking for is the same as you did with the bot challange mod package. As an example: 
island.lsd the bots are very strong (i don't want that because i wanna make a co-op mod), but what scripts have you used? I mean that NOD Units attack gdi ones.
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Dont you mean Nod attack Nod? Well the Bot Challenge Pkg is basically just renegade standards. I didnt use any scripts really, except on the heal pads. You can see exactly what i did by extracting the presets out of my Pkg, then naming them Temps20.ddb it will be called Island.ddb in the list. 
 
To make the Bots attack everyone, and also give nod points for shooting nod, i simply just put al lthe bots to the mutant team.
		
		
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			| Re: computer-controlled bots [message #192377 is a reply to message #192315] | 
			Thu, 09 March 2006 22:34    | 
		 
		
			
				
				
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						Oblivion165
						 Messages: 3468 Registered: June 2003  Location: Hendersonville, North Car...
						
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		| Terminator 101 wrote on Thu, 09 March 2006 17:43 |  
 | Oblivion165 wrote on Tue, 07 March 2006 12:04 |   Yeah, i can replicate anything you see in SP. What exaactly are you looking to make it do?
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Anything? Even the Large Raveshaw? How was that done? Did Westwood just increase his size, or did they create whole new model? 
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I havent played SP in about 3 years, what level? But if it was done, then yes i can.
		
		
  WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
		
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			| Re: computer-controlled bots [message #192455 is a reply to message #192315] | 
			Fri, 10 March 2006 16:56    | 
		 
		
			
				
				
				
					
						
						Napalmic
						 Messages: 57 Registered: May 2005  Location: United States
						
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		| Terminator 101 wrote on Thu, 09 March 2006 14:43 |  
 | Oblivion165 wrote on Tue, 07 March 2006 12:04 |   Yeah, i can replicate anything you see in SP. What exaactly are you looking to make it do?
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Anything? Even the Large Raveshaw? How was that done? Did Westwood just increase his size, or did they create whole new model? 
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The mutant Raveshaw used some complex scripting, it was nothing simple at that. If you tried it in multiplayer, he just goes after the host and when he reaches you the game crashes. Obviously, I don't think it was intended for multiplayer. It's funny however, no matter how high you fly up or even in vehicles, he can leap vast heights. 
 
As for the model, it was probably stretched, looking at the texturing.
		
		
 
  
		
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			| Re: computer-controlled bots [message #192846 is a reply to message #190549] | 
			Tue, 14 March 2006 18:26    | 
		 
		
			
				
				
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						Feetseek
						 Messages: 239 Registered: February 2006  Location: Los Gatos, California, Ho...
						
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		Lol.  I remember the time i played it.  He punched me   . 
Yea, he was an easy boss, if you could doge him.  If you didn't know how to run and jump and shoot at the same time,    
		
		
  "I wumbo, you wumbo, he, she, wombo, wombo, wombo-ing, wobology, the study of wombo, it's first grade SpongeBob" - Patrick Star. 
 
Burntfirex 
Feetseek 
Oompaball
		
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			| Re: computer-controlled bots [message #193322 is a reply to message #190549] | 
			Sun, 19 March 2006 14:38    | 
		 
		
			
				
				
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						Spyder
						 Messages: 1070 Registered: March 2006 
						
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		No what i mean is: 
 
 __________________________________________ 
| NOD Units and Characters attack GDI ones | 
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			| Re: computer-controlled bots [message #194002 is a reply to message #190549] | 
			Mon, 27 March 2006 10:31    | 
		 
		
			
				
				
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						Oblivion165
						 Messages: 3468 Registered: June 2003  Location: Hendersonville, North Car...
						
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		Im still waiting for the script, everything is done except VTOL Bots.
		
		
  WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
		
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			| Re: computer-controlled bots [message #197452 is a reply to message #190549] | 
			Sun, 23 April 2006 10:58    | 
		 
		
			
				
				
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						Spyder
						 Messages: 1070 Registered: March 2006 
						
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		Oblibion in this way, i just can't get any further. 
I just exactly need to know how i can make NODunits, like nod soldiers attack the GDIunits like the gdi soldiers (the player). 
 
So it's this way: 
NOD attack GDI 
GDI = player 
NOD = Computer controlled bot 
NOD = Not at mutant side 
NOD = just on the NOD side, so they can't kill each other. 
 
Do you understand? 
 
Else add me at messenger: 
foxhoundskull@hotmail.com 
 
or mail me at: 
foxhoundskull@gmail.com 
		
		
		
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			| Re: computer-controlled bots [message #197506 is a reply to message #197452] | 
			Mon, 24 April 2006 03:04    | 
		 
		
			
				
				
				
					
						  
						nopol10
						 Messages: 1044 Registered: February 2005  Location: Singapore
						
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		Put the nod units on the Nod side: Set the Team setting in the nod unit's preset to Nod and that's it. Then put a spawn for GDI where you want.
		
		
  nopol10=Nopol=nopol(GSA) 
 
 
		
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			| Re: computer-controlled bots [message #198261 is a reply to message #190549] | 
			Sat, 29 April 2006 23:55    | 
		 
		
			
				
				
				
					
						  
						w0dka
						 Messages: 181 Registered: March 2006  Location: Leipzig, Germany
						
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		A engineer-bot-script would be nice for public servers... they can aid to repair... 
 
Just a little question... if i create bots on a server... do they count to the playerlimit, or like visceroids not?
		
		
  Thanks.
		
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			| Re: computer-controlled bots [message #201142 is a reply to message #190549] | 
			Sat, 27 May 2006 06:15    | 
		 
		
			
				
				
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						Spyder
						 Messages: 1070 Registered: March 2006 
						
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		w00t! 
My computer controlled bots finally work! 
But a little problem. 
At M11 i've put a sakura bot on top of a rock, but she keeps walking away from the rock and goes to another place. How can i let them stay on the place i want?
		
		
		
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