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naris
AlliedModders Donor
Join Date: Dec 2006
Old 05-12-2010 , 00:07   Re: SourceBot
Reply With Quote #121

Quote:
Originally Posted by ScubaSteve3465 View Post
Getting this error with tf2 plugin


L 05/11/2010 - 00:489: [SM] Plugin encountered error 25: Call was aborted
L 05/11/2010 - 00:489: [SM] Native "SetFailState" reported: Missing needed file...
L 05/11/2010 - 00:489: [SM] Displaying call stack trace for plugin "SourceBot.smx":
L 05/11/2010 - 00:489: [SM] [0] Line 690, /home/groups/alliedmodders/forums/files/2/3/4/6/7/65494.attach::OnMapStart()
You need to first install all the files from the .zip file in the first post, or at least the ones in the data directory.

Line 690 is looking for this file --> data/sourcebot/bot_responses.txt
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naris
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Join Date: Dec 2006
Old 05-12-2010 , 00:12   Re: SourceBot
Reply With Quote #122

Quote:
Originally Posted by LTR.2 View Post
left 4 dead 2? is it possible to apply to the bots of that game? (for example: i can talk with bot ellis, bot rochelle, etc.)
I don't think so. This plugin isn't an actual bot. It spawns a prop_physics_override entity with a model and then teleports it around the map. You could try using the model for one of those characters, but I'm not sure it would work and I'm really sure they won't animate. Actually, it would probably be fairly creepy with a limp corpse floating around the map...
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 05-12-2010 , 14:34   Re: SourceBot
Reply With Quote #123

Quote:
Originally Posted by naris View Post
I don't think so. This plugin isn't an actual bot. It spawns a prop_physics_override entity with a model and then teleports it around the map. You could try using the model for one of those characters, but I'm not sure it would work and I'm really sure they won't animate. Actually, it would probably be fairly creepy with a limp corpse floating around the map...
oh well, at least can i have a sugestion of what model can i use?
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naris
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Join Date: Dec 2006
Old 05-12-2010 , 21:37   Re: SourceBot
Reply With Quote #124

Quote:
Originally Posted by LTR.2 View Post
oh well, at least can i have a sugestion of what model can i use?
The version I posted uses the HL2 combine_scanner model, which is available in all source mods/games.

Last edited by naris; 05-13-2010 at 13:21.
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 05-13-2010 , 10:32   Re: SourceBot
Reply With Quote #125

Quote:
Originally Posted by naris View Post
Te version I posted uses the HL2 combine_scanner model, which is available in all source mods/games.
yeah but it kind of...diesn't fit in l4d2, i was thinking maybe on a traffic cone =B
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naris
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Join Date: Dec 2006
Old 05-13-2010 , 13:22   Re: SourceBot
Reply With Quote #126

I don't know what models aer available in L4D2, you'll have to find one from somewhere in the models directory of left4dead2. You can use the model viewer that comes with the Source SDK to see what's available.
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LTR.2
Veteran Member
Join Date: Aug 2009
Old 05-14-2010 , 15:36   Re: SourceBot
Reply With Quote #127

what about ANY model at all? i figured out that i don't feel "confortable" with an object flying around

is it possible?
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icequeenzz
Member
Join Date: May 2008
Old 05-14-2010 , 16:09   Re: SourceBot
Reply With Quote #128

the tf2 version works like a charm, altough a lot of models don't show up, finaly found a funny model that works: Pumpkin .

so for anyone trying to test it with tf2, it works ;)
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ScubaSteve3465
Senior Member
Join Date: Dec 2004
Old 05-14-2010 , 17:01   Re: SourceBot
Reply With Quote #129

How do we change which model it uses? and how do i get a list of models available for tf2?
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DrWagstaff
SourceMod Donor
Join Date: Apr 2010
Location: Livermore
Old 05-16-2010 , 23:41   Re: SourceBot
Reply With Quote #130

Does the model dissapear after the first round for anyone else?
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