Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
I also uploaded youtube's videos for waypoints creation. Have fun!
I'm unsure what I missing. Is setting the bot quota to 0 supposed to be possible, or is there another way to disable the bots and have that take effect even after a map change?
Edit: I'm using Botrix v1.0.0
BTW, new version is coming out pretty soon! It will have commands for automatic waypoint generation.
https://www.youtube.com/user/Borzh62
So, here they are: new commands for map analysis. Still didn't finish everything, but the development version is up.
Some changelog:
* New features:
- Command that auto generates waypoints. It analyzes the map very neatly, creating waypoints for bots. This command should be used as first step in creating waypoints for the map. WARNING: for good bots performance you should edit waypoints anyway.
- Analyze feature can also be executed automatically on map change (when the waypoints amount is low). Auto save waypoints is also available.
- Bot now can erase unreachable paths between waypoints (that can be added by analyze command).
- Next console commands are added:
+ botrix waypoint analyze toggle: start / stop analyzing waypoints for current map
+ botrix waypoint analyze create: create given waypoint during map analyze
+ botrix waypoint analyze debug: show collision lines for given waypoint during map analyze
+ botrix waypoint analyze omit: omit given waypoint during map analyze
+ botrix waypoint analyze trace: ray trace moveable entities (such as objects) during map analyze
+ botrix path debug: time to show lines that indicate path creation / problems
+ botrix item mark: mark object with given flags (such as explosive / heavy, so bot doesn't try to lift it up)
+ botrix config waypoint analyze amount: amount of waypoints to analyze per frame
+ botrix config waypoint analyze distance: default distance between waypoints when analyzing the map
+ botrix config waypoint analyze map-change: force analyze waypoints on map change when there are no waypoints
+ botrix config waypoint save: auto save waypoints on map change
+ botrix config waypoint unreachable: bots can erase path between waypoints after X failed tries
* Mod vars (such as player's speed / width / height / jump height, etc.) are read from config.ini. This can be helpful for other MODs based on Source engine (such as Black Mesa) to adapt Botrix's bots.
* Some fixes for bot logic.
* Removed so much console log for bots (now they are using log modes 'trace'/'debug' instead of 'info'). This was slowing down significantly the game play.
Thank you for this update.
Use "botrix config waypoint analyze amount 0.5" or so to easy a bit map analysis, along with "botrix config waypoint save" so it will auto save on map change.
I didn't test it with TF2 though, but should work.
Next thing to do will be to make it work with Black Mesa, someone asked me a while ago.