<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Is there any special work I need to do, waypointing for Skulks or Lerks? I.E. Lerks obviously can fly, and Skulks can wall-climb into all sorts of vents. :-) Or do the aliens tend to stay as Skulks currently? Yes, I could probably find the answer to this by reading the thread in it's entireity, but I'm being lazy for once in my life. :^) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The aliens will go gorge but unless you play on their side they're kind of stupid and don't know how to save up resources for a hive yet. Usually they'll waste it on sensory chambers. No just sensory. I don't know. Also they seem to all want to go gorge too, which significantly inhibits their resource flow.
A question I have is that since skulks are "crouched" will they have trouble using Marine made waypoints -- ie will I have to go around on the map a second time and make waypoints for a skulk, or will they treat them as a crouched waypoint?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->got a question though, is there any way to stop the bots running around all over the place? i mean, i don't want it turning into a crummy rts, but before i can build up the base the bots are all off all over the place... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A question I have is that since skulks are "crouched" will they have trouble using Marine made waypoints -- ie will I have to go around on the map a second time and make waypoints for a skulk, or will they treat them as a crouched waypoint? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes they appear as crouch waypoints but I can check if they can crouch there or not, I currently run a check on waypoint load but not while adding waypoints (may be laggy)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -bots should try to crouch-jump when run into an obstacle (they get stuck on fences on eclipse often, intead of jumping over them) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They already try to do that automatically but I'm improving on it.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -aliens should keep the gorge count to 1 (or 2 at least) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> Man I already put gorge limits in but the bots still go crazy, ready the other posts about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> -it would be good for waypoint mappers to add hive and resource waypoints for beginning. gorges should go to this points and build RT and hives. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As I said before this is not needed, the bots already know where the hives and resource fountains or anything else are, so they can find a waypoint near it.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> marine bots should immediately listen to any orders given (they sometimes ignore you) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They always listen to orders, they have not been programmed to ignore any order except for ones I haven't told them how to do (They only know move/defend/build orders at the moment), note the bots take a second or two to respond because I don't want them all reacting instantaneuosly (in-human) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
The bots can't climb ladders. They get stuck in holes, pits, etc. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
They Take Agez In Building Things Usually In Tight Areas Or Buildings Near Each Other They Tend To Try And Rape It By Going All Over It Round And Round Up And Down Unless U Av Fixed It Then Just Smack Me Coz I Aven't Played 0.147
<!--QuoteBegin--SnappleS+Nov 19 2002, 10:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SnappleS @ Nov 19 2002, 10:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The bots can't climb ladders. They get stuck in holes, pits, etc. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> To have them climb ladders you have to carefully put a waypoint at the very bottom (close enough to where they stick on the ladder) and one at the very top (right after they finish climbing and are unstuck). It seems to work for me.
When a bot is given an order, I don't think they should immediatly turn around and go straight to the waypoint, but they should at least stop when they hear the order starting, wait a couple seconds, then go. Sometimes they walk a long way before they turn around (annoying). Heh, I know all of these rants are overwhelming. You are in no way expected to keep up with them. Go at your own pace. Keep up the good work! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--(e)kent+Nov 19 2002, 06:07 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Nov 19 2002, 06:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--SnappleS+Nov 19 2002, 10:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SnappleS @ Nov 19 2002, 10:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The bots can't climb ladders. They get stuck in holes, pits, etc. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> To have them climb ladders you have to carefully put a waypoint at the very bottom (close enough to where they stick on the ladder) and one at the very top (right after they finish climbing and are unstuck). It seems to work for me.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Actually, I found a different solution that, while it's a little less natural, worked just as well.
I placed a waypoint 'jumped up' against the ladder, as a one-way waypoint, that led to another one-way waypoint at the top of the ladder.
So, they jump up onto the ladder, and then instantly climb it like all hell's after their heels until they get to the top. :-)
Seems to work pretty good, actually.
Also, found it helped in even more places to put 'crouch' waypoints, so they'll have more of a knack for noticing... oh, it's a crouch waypoint, gotta crouch. But it's above me, so gotta jump too! Crouchjump! *land neatly on pipe, then run off cackling*
I don't think the problem is with climbing up ladders so much as climbing <i>down</i> them. When trying to climb down, the bots will get on the ladder and then start heading back up the ladder the way they came. This often results in the bots falling off the ladder and down to the floor below causing injury or death.
I haven't used to bot, so this is just conjecture from what I've read. As to bots going gorge crazy, here are two thoughts:
When the 3rd gorge is made, that gorge will instantly correct itself. When a bot goes gorge, have it team_say the fact. Have each bot keep track of who has said they are going gorge.
<!--QuoteBegin--Satans Assassin+Nov 19 2002, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Satans Assassin @ Nov 19 2002, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't think the problem is with climbing up ladders so much as climbing <i>down</i> them. When trying to climb down, the bots will get on the ladder and then start heading back up the ladder the way they came. This often results in the bots falling off the ladder and down to the floor below causing injury or death.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Ah, the solution for that is simple too. Make sure to place a 'mid-air' waypoint and de-link it from ALL points except one incoming from the ledge, and one outgoing to a point on the ground below.
Again, one-way waypoints are your friend for sorting out bot-routing issues. A bit wasteful to solve things that way sometimes, but damn effective I've found. :-) Use then generously, and don't be afraid to make the waypoints have very sparse connections over very dense ones. It may have to track more waypoints to get somewhere, but you'll have far smoother control over where the bots do and don't try to go that way.
Wait for my NS_Caged waypoints, you'll see how I handled things like areas you can crouch-jump over in sequence to get up somewhere, and it seems to work quite well.
<!--QuoteBegin--WolfWings+Nov 21 2002, 03:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Nov 21 2002, 03:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Satans Assassin+Nov 19 2002, 07:01 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Satans Assassin @ Nov 19 2002, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't think the problem is with climbing up ladders so much as climbing <i>down</i> them. When trying to climb down, the bots will get on the ladder and then start heading back up the ladder the way they came. This often results in the bots falling off the ladder and down to the floor below causing injury or death.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Ah, the solution for that is simple too. Make sure to place a 'mid-air' waypoint and de-link it from ALL points except one incoming from the ledge, and one outgoing to a point on the ground below.
Again, one-way waypoints are your friend for sorting out bot-routing issues. A bit wasteful to solve things that way sometimes, but damn effective I've found. :-) Use then generously, and don't be afraid to make the waypoints have very sparse connections over very dense ones. It may have to track more waypoints to get somewhere, but you'll have far smoother control over where the bots do and don't try to go that way.
Wait for my NS_Caged waypoints, you'll see how I handled things like areas you can crouch-jump over in sequence to get up somewhere, and it seems to work quite well.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Ok, thanks- and do you happen to have any other waypoints finished? I'd like to try some, and look forward to your NS_Caged waypoints. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
I'm doing NS_Caged first, but after that I plan to tackle NS_Nancy.
Should be interesting, seeing skulks that always turn the right way in NS_Nancy's vents. :-) Still say they should add holo-screens in the vents for directions, like in that other map.
Also, right now NS_Caged is about... 50% done I'd estimate, for a full Marine layout and working Skulk vent-layout. I've no clue if/when Lerk's will work right, that's something I'm ignoring for now. :-)
Also, for the time being I'll be setting the Skulk waypoints alien-team-only, ignoring Jetpacks entierly as well on my waypoint at first, as I've not heard that Jetpacks work for Marines bot's yet.
Seems there's gonna need to be three waypoint flags for NS needed: Skulk Wall-crawl, Generic, and Jetpack Route (which can double for Lerk use)
Small Question: Shouldn't the bots stay where I tell tell them to.
After moving to a waypoint they carry on to other areas.Cheeseh,I don't know if you intended to do this on purpose,but it would be nice to have a nice little option in the cfg that could allow it possible to let them keep put at the waypoint.
If you have an another opinion please share it with us?
<!--QuoteBegin--MaherG+Nov 21 2002, 09:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MaherG @ Nov 21 2002, 09:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Small Question: Shouldn't the bots stay where I tell tell them to.
After moving to a waypoint they carry on to other areas.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I agree ... they're too much like *shudder* pubbers <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
Hey Cheeseh, I tried out the latest bot, and I'm VERY impressed with it. I tried it on ns_bast and told a marine to go to Main Aft Junction, and it walks up to the airlock, hits the switch, steps inside and even waits for the elevator to stop, and then tells me to put a resource tower down. That was, like, CREEPY. Hehehe.
I can't wait to see what else you can make it do. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Similar or wot someone said above i think basicly wen there are no gorgez make it so it triggers the affect of one bot saying someone go gorge about lets say 2 times and av a delay of 20 secs let say before the bots start going gorge so it doesn't F*** the whole thing up
Your problem there is that you've then got to track for when any Gorge aliens are killed/evolved/kicked aswell, else you run the risk of having a bunch of aliens who refuse to go gorge.
Also, if you're tracking teamsay messages, how does a newly added bot figure out how many gorges are on the team?
Who says its going to be 0.148 ? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Well I am wokring on it slower than usual but I'm still adding new features and trying to stop bots from getting stuck so much :/ And I'll try and get them to follow you etc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> That might be another few days or a week <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Cheeseh+Nov 22 2002, 07:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheeseh @ Nov 22 2002, 07:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Who says its going to be 0.148 ? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Well I am wokring on it slower than usual but I'm still adding new features and trying to stop bots from getting stuck so much :/ And I'll try and get them to follow you etc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> That might be another few days or a week <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I hope u still contiuning release a new version every few days.
how about that metamod version for dedicated servers <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Comments
The aliens will go gorge but unless you play on their side they're kind of stupid and don't know how to save up resources for a hive yet. Usually they'll waste it on sensory chambers. No just sensory. I don't know. Also they seem to all want to go gorge too, which significantly inhibits their resource flow.
A question I have is that since skulks are "crouched" will they have trouble using Marine made waypoints -- ie will I have to go around on the map a second time and make waypoints for a skulk, or will they treat them as a crouched waypoint?
..Not yet! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
A question I have is that since skulks are "crouched" will they have trouble using Marine made waypoints -- ie will I have to go around on the map a second time and make waypoints for a skulk, or will they treat them as a crouched waypoint?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes they appear as crouch waypoints but I can check if they can crouch there or not, I currently run a check on waypoint load but not while adding waypoints (may be laggy)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
-bots should try to crouch-jump when run into an obstacle (they get stuck on fences on eclipse often, intead of jumping over them)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They already try to do that automatically but I'm improving on it.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
-aliens should keep the gorge count to 1 (or 2 at least)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> Man I already put gorge limits in but the bots still go crazy, ready the other posts about it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
-it would be good for waypoint mappers to add hive and resource waypoints for beginning. gorges should go to this points and build RT and hives.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As I said before this is not needed, the bots already know where the hives and resource fountains or anything else are, so they can find a waypoint near it.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
marine bots should immediately listen to any orders given (they sometimes ignore you)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
They always listen to orders, they have not been programmed to ignore any order except for ones I haven't told them how to do (They only know move/defend/build orders at the moment), note the bots take a second or two to respond because I don't want them all reacting instantaneuosly (in-human) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Working on it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Unless U Av Fixed It Then Just Smack Me Coz I Aven't Played 0.147
To have them climb ladders you have to carefully put a waypoint at the very bottom (close enough to where they stick on the ladder) and one at the very top (right after they finish climbing and are unstuck). It seems to work for me.
To have them climb ladders you have to carefully put a waypoint at the very bottom (close enough to where they stick on the ladder) and one at the very top (right after they finish climbing and are unstuck). It seems to work for me.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually, I found a different solution that, while it's a little less natural, worked just as well.
I placed a waypoint 'jumped up' against the ladder, as a one-way waypoint, that led to another one-way waypoint at the top of the ladder.
So, they jump up onto the ladder, and then instantly climb it like all hell's after their heels until they get to the top. :-)
Seems to work pretty good, actually.
Also, found it helped in even more places to put 'crouch' waypoints, so they'll have more of a knack for noticing... oh, it's a crouch waypoint, gotta crouch. But it's above me, so gotta jump too! Crouchjump! *land neatly on pipe, then run off cackling*
When the 3rd gorge is made, that gorge will instantly correct itself.
When a bot goes gorge, have it team_say the fact. Have each bot keep track of who has said they are going gorge.
Possible?
Ah, the solution for that is simple too. Make sure to place a 'mid-air' waypoint and de-link it from ALL points except one incoming from the ledge, and one outgoing to a point on the ground below.
Again, one-way waypoints are your friend for sorting out bot-routing issues. A bit wasteful to solve things that way sometimes, but damn effective I've found. :-) Use then generously, and don't be afraid to make the waypoints have very sparse connections over very dense ones. It may have to track more waypoints to get somewhere, but you'll have far smoother control over where the bots do and don't try to go that way.
Wait for my NS_Caged waypoints, you'll see how I handled things like areas you can crouch-jump over in sequence to get up somewhere, and it seems to work quite well.
Ah, the solution for that is simple too. Make sure to place a 'mid-air' waypoint and de-link it from ALL points except one incoming from the ledge, and one outgoing to a point on the ground below.
Again, one-way waypoints are your friend for sorting out bot-routing issues. A bit wasteful to solve things that way sometimes, but damn effective I've found. :-) Use then generously, and don't be afraid to make the waypoints have very sparse connections over very dense ones. It may have to track more waypoints to get somewhere, but you'll have far smoother control over where the bots do and don't try to go that way.
Wait for my NS_Caged waypoints, you'll see how I handled things like areas you can crouch-jump over in sequence to get up somewhere, and it seems to work quite well.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ok, thanks- and do you happen to have any other waypoints finished? I'd like to try some, and look forward to your NS_Caged waypoints. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Should be interesting, seeing skulks that always turn the right way in NS_Nancy's vents. :-) Still say they should add holo-screens in the vents for directions, like in that other map.
Also, right now NS_Caged is about... 50% done I'd estimate, for a full Marine layout and working Skulk vent-layout. I've no clue if/when Lerk's will work right, that's something I'm ignoring for now. :-)
Also, for the time being I'll be setting the Skulk waypoints alien-team-only, ignoring Jetpacks entierly as well on my waypoint at first, as I've not heard that Jetpacks work for Marines bot's yet.
Seems there's gonna need to be three waypoint flags for NS needed: Skulk Wall-crawl, Generic, and Jetpack Route (which can double for Lerk use)
After moving to a waypoint they carry on to other areas.Cheeseh,I don't know if you intended to do this on purpose,but it would be nice to have a nice little option in the cfg that could allow it possible to let them keep put at the waypoint.
If you have an another opinion please share it with us?
After moving to a waypoint they carry on to other areas.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I agree ... they're too much like *shudder* pubbers <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo-->
I can't wait to see what else you can make it do. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Also, if you're tracking teamsay messages, how does a newly added bot figure out how many gorges are on the team?
Agree???
Well I am wokring on it slower than usual but I'm still adding new features and trying to stop bots from getting stuck so much :/ And I'll try and get them to follow you etc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> That might be another few days or a week <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Well I am wokring on it slower than usual but I'm still adding new features and trying to stop bots from getting stuck so much :/ And I'll try and get them to follow you etc <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> That might be another few days or a week <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I hope u still contiuning release a new version every few days.
SK_Tyger, who wouldn't have been able to play NS whithout u