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[TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitch)


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lobnico
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Join Date: Sep 2012
Old 12-13-2017 , 07:55   Re: [TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitc
Reply With Quote #11

I have now a problem on both windows and linux versions
when colliding with a player or another base_boss if it s we re in mid air or something ;
segfault
#0 0xf15ed96f in CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) () from /usr/games/tf/tf/bin/server_srv.so
#1 0xf6770bcf in CEngineTrace::ClipRayToCollideable(Ray_t const&, unsigned int, ICollideable*, CGameTrace*) () from /usr/games/tf/bin/engine_srv.so
#2 0xf6771363 in CEngineTrace::TraceRay(Ray_t const&, unsigned int, ITraceFilter*, CGameTrace*) () from /usr/games/tf/bin/engine_srv.so
#3 0xf1251de0 in TracePlayerBBoxForGround(Vector const&, Vector const&, Vector const&, Vector const&, IHandleEntity*, unsigned int, int, CGameTrace&) ()
from /usr/games/tf/tf/bin/server_srv.so
#4 0xf1311346 in CTFGameMovement::CategorizePosition() () from /usr/games/tf/tf/bin/server_srv.so
#5 0xf1317144 in CTFGameMovement::FullWalkMove() () from /usr/games/tf/tf/bin/server_srv.so
#6 0xf1254288 in CGameMovement:: PlayerMove() () from /usr/games/tf/tf/bin/server_srv.so
#7 0xf1319363 in CTFGameMovement:: PlayerMove() () from /usr/games/tf/tf/bin/server_srv.so
#8 0xf131521b in CTFGameMovement:: ProcessMovement(CBasePlayer*, CMoveData*) () from /usr/games/tf/tf/bin/server_srv.so
#9 0xf17d7763 in CPlayerMove::RunCommand(CBasePlayer*, CUserCmd*, IMoveHelper*) () from /usr/games/tf/tf/bin/server_srv.so
#10 0xf17ce923 in CBasePlayer:: PlayerRunCommand(CUserCmd*, IMoveHelper*) () from /usr/games/tf/tf/bin/server_srv.so

another case

#0 0xf15ed96f in CBaseAnimating::TestCollision(Ray_t const&, unsigned int, CGameTrace&) () from /usr/games/tf/tf/bin/server_srv.so
#1 0xf6770bcf in CEngineTrace::ClipRayToCollideable(Ray_t const&, unsigned int, ICollideable*, CGameTrace*) () from /usr/games/tf/bin/engine_srv.so
#2 0xf6771363 in CEngineTrace::TraceRay(Ray_t const&, unsigned int, ITraceFilter*, CGameTrace*) () from /usr/games/tf/bin/engine_srv.so
#3 0xf676f402 in CEngineTrace::SweepCollideable(ICollideable*, Vector const&, Vector const&, QAngle const&, unsigned int, ITraceFilter*, CGameTrace*) ()
from /usr/games/tf/bin/engine_srv.so
#4 0xf14cd6ba in UTIL_TraceEntity(CBaseEntity*, Vector const&, Vector const&, unsigned int, CGameTrace*) () from /usr/games/tf/tf/bin/server_srv.so
#5 0xf179772c in Physics_TraceEntity(CBaseEntity*, Vector const&, Vector const&, unsigned int, CGameTrace*) () from /usr/games/tf/tf/bin/server_srv.so
#6 0xf179780b in PhysicsCheckSweep(CBaseEntity*, Vector const&, Vector const&, CGameTrace*) () from /usr/games/tf/tf/bin/server_srv.so
#7 0xf1799d21 in CBaseEntity:: PhysicsPushEntity(Vector const&, CGameTrace*) () from /usr/games/tf/tf/bin/server_srv.so
#8 0xf179a9a6 in CBaseEntity:: PhysicsCustom() () from /usr/games/tf/tf/bin/server_srv.so
#9 0xf12730d9 in CBaseEntity:: PhysicsSimulate() () from /usr/games/tf/tf/bin/server_srv.so
#10 0xf179c65b in Physics_SimulateEntity(CBaseEntity*) () from /usr/games/tf/tf/bin/server_srv.so
#11 0xf179cb61 in Physics_RunThinkFunctions(bool) () from /usr/games/tf/tf/bin/server_srv.so
#12 0xf16bf5c4 in CServerGameDLL::GameFrame(bool) () from /usr/games/tf/tf/bin/server_srv.so


Should I investigate further or maybe you know what I might have been missing again
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Pelipoika
Veteran Member
Join Date: May 2012
Location: Inside
Old 12-13-2017 , 08:56   Re: [TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitc
Reply With Quote #12

Quote:
Originally Posted by lobnico View Post
I have now a problem on both windows and linux versions
when colliding with a player or another base_boss if it s we re in mid air or something
Try removing the "Resolveplayercollisions" disabling code, if that doesn't work add me on steam
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lobnico
Member
Join Date: Sep 2012
Old 12-13-2017 , 12:42   Re: [TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitc
Reply With Quote #13

Quote:
Originally Posted by Pelipoika View Post
Try removing the "Resolveplayercollisions" disabling code, if that doesn't work add me on steam
My bad. I changed scale to 0.75 and that was the problem.
Not sure why a smaller model does mess that much with current hulls :\
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Seamusmario
Junior Member
Join Date: Jun 2017
Old 02-11-2018 , 16:45   Re: [TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitc
Reply With Quote #14

i would like to use this plugin, but i don't have the following required things execpt for dhooks and thelpers, links for them?
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Pelipoika
Veteran Member
Join Date: May 2012
Location: Inside
Old 02-11-2018 , 17:18   Re: [TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitc
Reply With Quote #15

Quote:
Originally Posted by Seamusmario View Post
i would like to use this plugin, but i don't have the following required things execpt for dhooks and thelpers, links for them?
You're not supposed to be able to use the example, it's an example and it's requirements are still private (A little longer).
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Seamusmario
Junior Member
Join Date: Jun 2017
Old 02-11-2018 , 18:50   Re: [TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitc
Reply With Quote #16

ohh
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Pelipoika
Veteran Member
Join Date: May 2012
Location: Inside
Old 02-11-2018 , 19:08   Re: [TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitc
Reply With Quote #17

Quote:
Originally Posted by Seamusmario View Post
ohh
I mean the example will work just fine once i release the extension it uses but no ETA on that
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Last edited by Pelipoika; 02-11-2018 at 19:35.
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Seamusmario
Junior Member
Join Date: Jun 2017
Old 02-16-2018 , 20:05   Re: [TF2] Making your very own NextBot NPC with base_boss (Making base_boss your bitc
Reply With Quote #18

so... its private for a little bit longer?
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