[v0.11.1-rc2] ZetaBot: The ZScript Bot
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- GiraffeMan
- Posts: 19
- Joined: Thu Jun 28, 2018 10:45 pm
- Location: The UAC Phobos Base.
Re: ζetaBots: The ZScript Bot
I'm a literal retard and don't know how to operate this mod. I load it up and nothing's changed. How do I actually play this mod? Please and thank you.
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- Posts: 20
- Joined: Wed Jun 03, 2015 5:22 pm
Re: ζetaBots: The ZScript Bot
So I also didn't know what to do, but I figured it out. Just open the console and type "addbot" without the "s. Every time you type that, it adds one bot to your game. It can go up to 8 bots, I believe.GiraffeMan wrote:I'm a literal retard and don't know how to operate this mod. I load it up and nothing's changed. How do I actually play this mod? Please and thank you.
Re: ζetaBots: The ZScript Bot
these are still better than zandronum bots
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- Posts: 377
- Joined: Tue Dec 20, 2016 4:53 pm
- Location: MURICAA BROTHER! Just kidding, Brazil.
Re: ζetaBots: The ZScript Bot
Lol, me too. Also, If you type "Spawn Zetabot" it also works, But they're... Weird. Just use addbot. Also, Why they're using that weird cape?GiraffeMan wrote:I'm a literal retard and don't know how to operate this mod. I load it up and nothing's changed. How do I actually play this mod? Please and thank you.
EDIT: Is there any way to see the path module? Or a way to delete it? It's very confusing to use it.
- Gustavo6046
- Posts: 137
- Joined: Sat May 13, 2017 3:11 pm
- Location: Brazil
- Contact:
Re: ζetaBots: The ZScript Bot
addbot adds a GZDoom bot.killbotvii wrote:So I also didn't know what to do, but I figured it out. Just open the console and type "addbot" without the "s. Every time you type that, it adds one bot to your game. It can go up to 8 bots, I believe.GiraffeMan wrote:I'm a literal retard and don't know how to operate this mod. I load it up and nothing's changed. How do I actually play this mod? Please and thank you.
Numpad 1 or "spawnfriend zetabot" adds a ZetaBot.
If you don't like these bindings, just set them in the bottom of the controls.
There's also a zb_debug CVar. It's undisclosed what it does
- GiraffeMan
- Posts: 19
- Joined: Thu Jun 28, 2018 10:45 pm
- Location: The UAC Phobos Base.
Re: ζetaBots: The ZScript Bot
Didn't work. When I type it in apparently there are no more bots left in bots.cfg. What do I do?killbotvii wrote:So I also didn't know what to do, but I figured it out. Just open the console and type "addbot" without the "s. Every time you type that, it adds one bot to your game. It can go up to 8 bots, I believe.GiraffeMan wrote:I'm a literal retard and don't know how to operate this mod. I load it up and nothing's changed. How do I actually play this mod? Please and thank you.
- TDRR
- Posts: 815
- Joined: Sun Mar 11, 2018 4:15 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Debian 12/ Manjaro
- Graphics Processor: nVidia with Vulkan support
- Location: Venezuela
Re: ζetaBots: The ZScript Bot
I want to add support for these in my mod, but, how do i do that?
EDIT: The mods i want to add support for are DUBG and my TBA mod that involves quite a few player classes, althrough both need to be 1.8.6 compatible so if possible i would like to make a compat. patch that doesn't need an specific load order, but this isn't 100% necessary.
EDIT: The mods i want to add support for are DUBG and my TBA mod that involves quite a few player classes, althrough both need to be 1.8.6 compatible so if possible i would like to make a compat. patch that doesn't need an specific load order, but this isn't 100% necessary.
- Gustavo6046
- Posts: 137
- Joined: Sat May 13, 2017 3:11 pm
- Location: Brazil
- Contact:
Re: ζetaBots: The ZScript Bot
Uh, you don't use "addbot". You type "summon ZetaBot 0" (or you press the numpad 1 key if you have the default bind).GiraffeMan wrote: Didn't work. When I type it in apparently there are no more bots left in bots.cfg. What do I do?
You need to know ZScript. You will need to create some bot classes that reflect the new player classes, and change some CVars so that the new bot classes you make (for the player classes) are loaded appropriately. If your mod has new weapons, make Zeta versions of them as well.TDRR wrote:I want to add support for these in my mod, but, how do i do that?
EDIT: The mods i want to add support for are DUBG and my TBA mod that involves quite a few player classes, althrough both need to be 1.8.6 compatible so if possible i would like to make a compat. patch that doesn't need an specific load order, but this isn't 100% necessary.
ZScript means we probably don't support ZDoom 2.8.1 that much (if at all).
- Gustavo6046
- Posts: 137
- Joined: Sat May 13, 2017 3:11 pm
- Location: Brazil
- Contact:
Re: ζetaBots: The ZScript Bot
v0.3.0 is out! Now it can open doors, lifts, etc! If only I could record this in video...
And yes, it can exit levels on its own. It's just shit to navigate
And yes, it can exit levels on its own. It's just shit to navigate
Re: ζetaBots: The ZScript Bot
Not sure what this project's current status is, but I just tried out 0.3.0 in latest GZDoom and got this fatal error on startup:
Code: Select all
gzdoom: gzdoom/src/scripting/backend/codegen.cpp:2319: virtual ExpEmit FxPostIncrDecr::Emit(VMFunctionBuilder*): Assertion `ValueType == Base->ValueType && IsNumeric()' failed.
Re: ζetaBots: The ZScript Bot
May i ask you where i can download 0.3.0? Your link only provides 0.2.0 not to mention there is no changelog, no official instructions literally nothing not even screenshots also your mod is broken and won't load in Gzdoom
Script error, "ZetaBot_v0.2.0.pk3:zetacode/weaponsupport/zetaweaponmodule.zsc" line 17
So please fix your mod thanks.
Script error, "ZetaBot_v0.2.0.pk3:zetacode/weaponsupport/zetaweaponmodule.zsc" line 17
So please fix your mod thanks.
Re: ζetaBots: The ZScript Bot
I downloaded 0.3.0 from this Github page: https://github.com/Gustavo6046/ZetaBot/releasesKaptin wrote:May i ask you where i can download 0.3.0? Your link only provides 0.2.0 not to mention there is no changelog, no official instructions literally nothing not even screenshots also your mod is broken and won't load in Gzdoom
Script error, "ZetaBot_v0.2.0.pk3:zetacode/weaponsupport/zetaweaponmodule.zsc" line 17
So please fix your mod thanks.
Judging from the thread the mod is still in early development, and the author might have taken a break; go easy.
Re: ζetaBots: The ZScript Bot
Assertion failures inside the engine should be reported to Bugs subforum. They often indicate logic errors and/or edge cases without proper handling.JPL wrote:Not sure what this project's current status is, but I just tried out 0.3.0 in latest GZDoom and got this fatal error on startup:Code: Select all
gzdoom: gzdoom/src/scripting/backend/codegen.cpp:2319: virtual ExpEmit FxPostIncrDecr::Emit(VMFunctionBuilder*): Assertion `ValueType == Base->ValueType && IsNumeric()' failed.
Re: ζetaBots: The ZScript Bot
Ah ok, will do. It didn't initially occur to me that it might be a GZDoom bug._mental_ wrote: Assertion failures inside the engine should be reported to Bugs subforum. They often indicate logic errors and/or edge cases without proper handling.
edit: bug filed
Last edited by JPL on Sun Mar 10, 2019 11:59 am, edited 1 time in total.
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- Posts: 6
- Joined: Sun Nov 05, 2017 2:17 pm
Re: ζetaBots: The ZScript Bot
Hi,
I get the following error with GZDOOM 3.7.2:
Script error, "ZetaBot_v0.2.0.pk3:zetacode/weaponsupport/zetaweaponmodule.zsc" line 17:
Type mismatch in function argument
muhnwalker
I get the following error with GZDOOM 3.7.2:
Script error, "ZetaBot_v0.2.0.pk3:zetacode/weaponsupport/zetaweaponmodule.zsc" line 17:
Type mismatch in function argument
muhnwalker