[Fixed] Bots not travelling levels

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Expand view Topic review: [Fixed] Bots not travelling levels

by randi » Thu Feb 10, 2005 1:53 pm

Fixed.

by Rachael » Thu Apr 29, 2004 8:09 pm

The problem exists when you change the level too. The bots work fine in deathmatch - you leave the level normally in deathmatch mode and the bots travel with you flawlessly. In single player though, you have to use the map (rather than the changemap) command to get rid of them after using a natural level change (exiting the map). IDCLEV works like the map command too though (to get rid of the zombie bots) hehe =)

by Carnevil » Thu Apr 29, 2004 2:03 pm

heh

Actually, Skulltag's bots are still being redone. They will be all finished for v0.96b, which will probably be out later this year. Skulltag will have opengl rendering in v0.97b, which will be out in... ugh no idea :)

by Mr. Tee » Thu Apr 29, 2004 1:02 pm

For real? Hmmm.... I never thought to try that! :P

I've used IDCLEV dozens of times while getting plastered by Cajun Bots, and they only spawn properly in the new level if I had already previously exited a level the right way (i.e. exit switch, intermission screen, new level). Otherwise, their bodies would not even appear, I need to 'addbot' to spawn them. This was in deathmatch.

by HotWax » Wed Apr 28, 2004 3:05 pm

I doubt it has anything to do with the command used. Exitting the level normally results in the same problem.

by Mr. Tee » Wed Apr 28, 2004 12:00 pm

The Cajun Bots never did anything to you... Why, why!? Oh why must you insult them! They are not merely marine-skinned zombies! No!

... Ahem *sanity check = failed*

It is possible that using the "changemap" command instead of IDCLEV does not reinitialize all players in multiplayer mode (although isn't it the same code accessed by two different methods?). Perhaps it assumes single-player (since you'd need sv_cheats true to do this in multiplayer mode I think) it may just spawn zombie marine actors and not initialize their playing state.

(I'd love to check the source out and try to find this but I can't download anything on campus computers...)

by Enjay » Wed Apr 28, 2004 9:20 am

Does the new skulltag have bots already? Damn, I'm out of touch. I haven't been able to visit Doomworld for weeks now (for a couple of reasons). The last skulltag with bots that I used was based on Zdoom 1.22.

by Ultraviolet » Wed Apr 28, 2004 9:13 am

Skulltag has bots if you must have them. When ZDoom hits the next major version, I'm sure Carn will update ST to conform to the new ZDoom code and then you can have it all. Now if only there was a SkulltagGL :-P

by Enjay » Wed Apr 28, 2004 9:04 am

This was mentioned quite some time ago. In fact I think it may have been brought up a few times. Apparently though, it has not been fixed. Randy did not do the original coding for the bots and has perhaps opted simply to leave this alone.

Bots not travelling levels

by Rachael » Wed Apr 28, 2004 8:06 am

In deathmatch, there is no problem here, but in cooperative mode if you add bots to the level and then change the level (using changemap command or some such thing, not the regular map command) the bots become complete zombies. You're able to summon duplicate bots this way also, which leads me to believe that there's something with the bot code that does not transfer bots between levels in coop mode.

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