Page 2 of 2 FirstFirst 12
Results 11 to 14 of 14

Thread: SPRINT Mod For MeatBot COD2

  1. #11
    Brigadier General
    Join Date
    Oct 2012
    Posts
    994
    Thanks
    20
    Thanked 588 Times in 388 Posts
    Wow! I haven't seen this version of my sprint mod for about 10 years. I think I made this version for the "Battle for Europe" online game site in 2006 or maybe 2007. I can't remember, it was that long ago. I've made about 3 different and better versions since then.

    Anyway, for this version of the mod, you have to edit maps\mp\gametypes\_sprint.gsc:

    Code:
    onPlayerKilled()
    {
    	self endon("disconnect");
    	
    	if( isBot( self ) )
    		return;
    
    	for(;;)
    	{
    		self waittill("killed_player");
    
    		self notify("kill_monitors");
    		
    		thread CleanupKilled();
    	}
    }
    
    onPlayerSpawned()
    {
    	self endon("disconnect");
    
    	if( isBot( self ) )
    		return;
    
    	for(;;)
    	{
    		self waittill("spawned_player");
    
    		self.is_Sprinting = false;
    		self.sprint_stamina = level.sprint_time;
    		self.old_position = self.origin;
    
    		self thread Monitor_Sprint();
    	}
    }
    
    isbot( player )
    {
      if( GetSubStr( player.name, 0, 3 ) == "bot" ) 
    	return( true ); 
     
      return( false );
    }
    That's what Izno was saying - if a bot tries to enter the code, they are rejected.
    Last edited by Tally; 19th February 2018 at 22:29.

  2. The Following 3 Users Say Thank You to Tally For This Useful Post:

    G-Stuff002 (20th February 2018),IzNoGoD (19th February 2018),kung foo man (19th February 2018)

  3. #12
    Assadministrator IzNoGoD's Avatar
    Join Date
    Aug 2012
    Posts
    1,718
    Thanks
    17
    Thanked 1,068 Times in 674 Posts
    Quote Originally Posted by Tally View Post
    Wow! I haven't seen this version of my sprint mod for about 10 years. I think I made this version for the "Battle for Europe" online game site in 2006 or maybe 2007. I can't remember, it was that long ago. I've made about 3 different and better versions since then.

    Anyway, for this version of the mod, you have to edit maps\mp\gametypes\_sprint.gsc:

    Code:
    onPlayerKilled()
    {
    	self endon("disconnect");
    	
    	if( isBot( self ) )
    		return;
    
    	for(;;)
    	{
    		self waittill("killed_player");
    
    		self notify("kill_monitors");
    		
    		thread CleanupKilled();
    	}
    }
    
    onPlayerSpawned()
    {
    	self endon("disconnect");
    
    	if( isBot( self ) )
    		return;
    
    	for(;;)
    	{
    		self waittill("spawned_player");
    
    		self.is_Sprinting = false;
    		self.sprint_stamina = level.sprint_time;
    		self.old_position = self.origin;
    
    		self thread Monitor_Sprint();
    	}
    }
    
    isbot( player )
    {
      if( GetSubStr( player.name, 0, 3 ) == "bot" ) 
    	return( true ); 
     
      return( false );
    }
    That's what Izno was saying - if a bot tries to enter the code, they are rejected.
    Nice, but OP should keep in mind that times have progressed and libcod now has a built-in isbot() function. No need to manually add it on libcod-enabled servers.
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

  4. #13
    Assadministrator kung foo man's Avatar
    Join Date
    Jun 2012
    Location
    trailerpark
    Posts
    2,010
    Thanks
    2,102
    Thanked 1,084 Times in 753 Posts
    @op

    Just as a suggestion, upload the source codes to GitHub and everybody can link to specific lines. I for one cba to download both mods now and see how MeatBot marks bots and then to download the sprint mod to see which function needs to be edited, in order to ignore sprinting for bots.

    This structureless fuckery with source code flying around in random .iwd's is bullshit and I don't feel like supporting this by wasting my time.

    Instead, you have to step up and learn something:

    1) Register at GitHub
    2) Create a repo
    3) Upload your current mod with a simple tool like https://www.syntevo.com/smartgit/

    If you do this, I can give a 99% guarantee that your problem will be solved.

    Edit: lmao, Tally is back and answered, that was unexpected and makes this answer somewhat obsolete ... Welcome back I guess :^)
    timescale 0.01

  5. The Following User Says Thank You to kung foo man For This Useful Post:

    kubislav23 (19th February 2018)

  6. #14
    Private First Class G-Stuff002's Avatar
    Join Date
    Jan 2018
    Posts
    212
    Thanks
    42
    Thanked 109 Times in 107 Posts
    Tally, thank you very much!!! I have just tested and this code Fully worked, i thought the whole day what the problem was and decided to write here and unexpectedly/successfully met with the author of the mod.

    This mod is old but i think it the best of all. Better will not think up.

    Better you version i can not be found..i have one more without hand animation and it all.

    I hardly understood how to connect it to bot.. but reading the code found differences in iw_multiplayer2.csv and _callbacksetup.GSC and edit files in bots.

    There was one problem left but this is related in the bot code. They sometimes stand and look at the hands only on "FY" maps (like a CS) But i make waypoints bypassing these places where the placed weapons
    Spoiler:
    Click image for larger version. 

Name:	bug.jpg 
Views:	29 
Size:	97.3 KB 
ID:	1396
    Last edited by G-Stuff002; 20th February 2018 at 02:45.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •