Re: ζetaBots: The ZScript Bot
Posted: Thu Jul 26, 2018 12:15 am
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.
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.
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.
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.
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.
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.
Code: Select all
gzdoom: gzdoom/src/scripting/backend/codegen.cpp:2319: virtual ExpEmit FxPostIncrDecr::Emit(VMFunctionBuilder*): Assertion `ValueType == Base->ValueType && IsNumeric()' failed.
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.
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.
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.