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Potti - a controllable fakeplayer


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techwg
Senior Member
Join Date: Dec 2005
Old 07-03-2006 , 21:52   Re: Potti - a controllable fakeplayer
Reply With Quote #21

i got it working, but when i make it do my commands, i cant get off it until i hit disconnect aqnd reconnect. You need to make sure that the 1 command will actually 0 the command control
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DA
Veteran Member
Join Date: Nov 2005
Location: Germany/Münster
Old 07-04-2006 , 09:31   Re: Potti - a controllable fakeplayer
Reply With Quote #22

My gameserver crash if I add a Bot like amx_botadd blubb ...

Code:
[Potti] Bot successfully created! Id: 1, name: TheKingPin
Host_Error: WriteDest_Parm: not a client
Dropped TheKingPin from server
Reason: Server shutting down
FATAL ERROR (shutting down): Host_Error: WriteDest_Parm: not a client
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Last edited by DA; 07-04-2006 at 09:34.
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Jak
BANNED
Join Date: Feb 2006
Old 07-04-2006 , 11:33   Re: Potti - a controllable fakeplayer
Reply With Quote #23

Wow this plugin is awesome!
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Jak
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Old 07-04-2006 , 11:44   Re: Potti - a controllable fakeplayer
Reply With Quote #24

But can you make him obey changing weapon and what weapon you buy
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Jak
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Join Date: Feb 2006
Old 07-04-2006 , 12:11   Re: Potti - a controllable fakeplayer
Reply With Quote #25

Can i make him write?
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techwg
Senior Member
Join Date: Dec 2005
Old 07-04-2006 , 12:23   Re: Potti - a controllable fakeplayer
Reply With Quote #26

Duh!

amx_botexec say Hello fagglets
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Jak
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Join Date: Feb 2006
Old 07-04-2006 , 12:58   Re: Potti - a controllable fakeplayer
Reply With Quote #27

thanks
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p3tsin
Senior Member
Join Date: Sep 2005
Location: Finland
Old 07-08-2006 , 07:42   Re: Potti - a controllable fakeplayer
Reply With Quote #28

updated to v1.20

- Modified so everyone (with access) can have their own bot
- Cstrike-module is no more needed to display money
- After dying, the owner will automatically move to spectating to his/her bot if botmove is on
- Messages printed to a bot (to center and chat) are shown to its owner too
- Fixed bot latency to show as "BOT"
- More efficient msec calculations
- Other little improvements

i would still appreciate if someone could help me fix those bugs, especially opening the buymenu when the owner is dead..
maybe faking it so engine thinks hes is alive and in a buyzone?

@ Orangutanz
thanks so much of the suggestions u made in the first page, the bots dont leave behind anymore thanks to the new msec calculations
btw, i couldnt get VecToAngles to work correctly with the plugin
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Karko
Junior Member
Join Date: Jul 2006
Location: Finland
Old 07-08-2006 , 18:42   Re: Potti - a controllable fakeplayer
Reply With Quote #29

Great plugin! As you had earlied needed someone to test this on some other mods, I just took my time and tested this with The Specialists mod and all I can say is, it works good! You just need to make him select weapons in the start or choose empty cfg's (menuselect 1) and then make him press attack and he can spawn. Then it just works as you described, good work!
(Running on latest metamod 1.19 and latest amxmodx, 1.75a)

Suggestions:

- amx_maxbots <number>
- amx_botmove 3 (3 = reverse actions, you go forward, bot goes backward, you do attack, he does attack2, you crouch, he jump etc)
- p accessflag to be able to use Potti

Edit: Not sure if its a bug or not but when I type amx_botcmds 1 it says "[Potti] Fullcontrol mode: ON (you can't control yourself now)" but I can still control myself normally.

And model changing doesnt seem to be working for the bot :/ I tried amx_botexec model ceo but his model just keeps being gordon (default).

Edit2: Debug gives me this error:

Plugin called message_begin with an invalid message id <0>.
AMXX Displaying debug trace (plugin "potti.amx")
Run time error 10: native error (native "message_begin")
[0] 8831.attach::slotmenu <line 668>
[1] 8831.attach::cmdshot <line 295>
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Last edited by Karko; 07-09-2006 at 11:49.
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jtp10181
Veteran Member
Join Date: May 2004
Location: Madison, WI
Old 07-09-2006 , 20:16   Re: Potti - a controllable fakeplayer
Reply With Quote #30

awesome for testing stuff.... would be fun on a server too I'm sure.

One suggestion, you could instead of using a "MOD_CSTRIKE" define use module and native filters to support any mod without needing to recompile it and you could still have mod specific support. My parachute plugin on my CVS does this if you want an example.
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