Announcement

Collapse
No announcement yet.

Plugging in the Tutor Bot to a Custom Mod

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • jastolze
    started a topic Plugging in the Tutor Bot to a Custom Mod

    Plugging in the Tutor Bot to a Custom Mod

    Hey, I've just recently been trying to install the Tutor bot into a WW2 Total Conversion Mod that I found while browsing Gamers.org.

    While I understand how to accomplish this, the coding in the WW2 mod is a bit different than the tutor bot explains.

    For example, in Client.qc, it tells me, to look for this under the ClientObituary" section: "if (targ.classname == "player")"

    and change it to this: if (targ.classname == "player" || targ.classname == "bot")

    but nothing of that sort comes up. They must have modified the default. I'll attach the qc files, if anyone wants to have a go at this. It includes the Tutor bots code AND the WW2 Source.

    I'm still pretty new to this, and I know it's easy to do, so could someone explain this to me? Thanks!
    Attached Files

  • Cobalt
    replied
    Read and keep this doc handy:

    http://pages.cs.wisc.edu/~jeremyp/qu...kec/quakec.pdf

    Pay close mind to the flowchart :
    13.5.1. Client Connection/Changelevel

    Leave a comment:


  • jastolze
    replied
    Originally posted by Cobalt View Post
    You are doing this on a smart phone?
    Nope, on a PSP. You know, the Playstation Portable.

    Originally posted by JDSTONER View Post
    when you made the bot did you mod a "monster" that was already in the game or did you make a new one... if you made a new one your gonna need to put him in the map your playing for him to show up...

    you can open a bsp file with quark and add a monster in to the map. but you need to make an ent definition for him. i have never done that with quark i cant tell you much more about that. i just use it to add a quad hear and there in some maps.
    I didn't "make" the bot. I used a pre made bot that is supposedly easy to code in. Like the frikbot, you just need access to the source code of the original mod you want to compile it into. A bot is a deathmatch opponent, not a monster. It acts as a human does, and generally has the same health and weapons to start out as a human player does.

    Leave a comment:


  • JDSTONE
    replied
    when you made the bot did you mod a "monster" that was already in the game or did you make a new one... if you made a new one your gonna need to put him in the map your playing for him to show up...

    you can open a bsp file with quark and add a monster in to the map. but you need to make an ent definition for him. i have never done that with quark i cant tell you much more about that. i just use it to add a quad hear and there in some maps.

    Leave a comment:


  • Cobalt
    replied
    You are doing this on a smart phone?

    Leave a comment:


  • jastolze
    replied
    Originally posted by Cobalt View Post
    It ought to be something like this:

    quake.exe -game WW2 -dedicated 12 -condebug + deathmatch 1

    If you use -dedicated you will see it run in a DOS type window, and you may see some error messages there with the condebug option. It creates a log file in the game directory called: qconsole.log that you can open with a text editor.

    You might need the deathmatch cvar set to at least 1 when using bots depending on the mod. You can do that in the command line like I noted or bring down the con and type : deathmatch 1.

    Make sure no other cvars need setting like teamplay or temp 1, re-read the instructions again. Also, the shortcuts you took to get it to compile may be responsible for not getting them to spawn. You might want to post the code you ' short-cutted ' here, could be important.
    I'm playing this on a PSP, so that means -quake.exe will do nothing. I do have the deathmatch thing there, too. I'll try condebug, but I doubt that's going to do a thing to help. Thanks, though.

    Leave a comment:


  • Cobalt
    replied
    It ought to be something like this:

    quake.exe -game WW2 -dedicated 12 -condebug + deathmatch 1

    If you use -dedicated you will see it run in a DOS type window, and you may see some error messages there with the condebug option. It creates a log file in the game directory called: qconsole.log that you can open with a text editor.

    You might need the deathmatch cvar set to at least 1 when using bots depending on the mod. You can do that in the command line like I noted or bring down the con and type : deathmatch 1.

    Make sure no other cvars need setting like teamplay or temp 1, re-read the instructions again. Also, the shortcuts you took to get it to compile may be responsible for not getting them to spawn. You might want to post the code you ' short-cutted ' here, could be important.



    Originally posted by jastolze View Post
    Something like this:
    -cpu333
    -listen 8
    -game WW2 (This is the mod I'm using w/ the Tutor bot)

    Leave a comment:


  • MadGypsy
    replied
    ClientObituary

    IM NO QC EXPERT! I have never installed a bot but from what i know the ClientObituary is just the part that states how you die on the screen. like player was killed by a fish...

    i would just skip that part move on and see how it works... sometimes its hard to mod a mod if your not use to that mod.
    You CAN spell! (mostly [use~used])

    Why "used" instead of "use": Used implies past tense, or the fact that you have done it before, which implies familiarity.

    This message has been brought to you by the number 1 and the letter A. Sesame Street is a product of the Childrens Television Workshop and is funded by the Public Broadcasting Network and viewers like you.
    Last edited by MadGypsy; 09-20-2013, 07:27 AM.

    Leave a comment:


  • jastolze
    replied
    Originally posted by JDSTONER View Post
    ClientObituary

    IM NO QC EXPERT! I have never installed a bot but from what i know the ClientObituary is just the part that states how you die on the screen. like player was killed by a fish...

    i would just skip that part move on and see how it works... sometimes its hard to mod a mod if your not use to that mod.

    I think I did skip this, and it ended up compiling just fine. Now, I just need to figure out why it won't add bots...

    Leave a comment:


  • JDSTONE
    replied
    ClientObituary

    IM NO QC EXPERT! I have never installed a bot but from what i know the ClientObituary is just the part that states how you die on the screen. like player was killed by a fish...

    i would just skip that part move on and see how it works... sometimes its hard to mod a mod if your not use to that mod.

    Leave a comment:


  • jastolze
    replied
    Originally posted by Cobalt View Post
    Whats your command line look like?
    Something like this:
    -cpu333
    -listen 8
    -game WW2 (This is the mod I'm using w/ the Tutor bot)

    Leave a comment:


  • Cobalt
    replied
    Whats your command line look like?

    Leave a comment:


  • jastolze
    replied
    Strike what I said above about it working. I modded into a different mod, not the one I posted, and still, no Tutor bot shows up... Please, if anybody knows how to get this working please help.

    Leave a comment:


  • Syluxguy28O3
    replied
    Originally posted by MadGypsy View Post
    I'm not on call, sukka. This ain't customer service.
    who u callin a sukka?

    Leave a comment:


  • MadGypsy
    replied
    gypsy/rook/ help over here would be nice.
    I'm not on call, sukka. This ain't customer service.

    Leave a comment:

Working...
X