JPL wrote:Just tried 0.3.1 with GZDoom latest and got the same error I described on 5 March 2019.
TDRR wrote:Hm, got a question, what exactly is stopping you from directly manipulating a playerclass or bot to make it do what you want? I'm definitely going to do this way to allow easier support for mods and stuff, but if you didn't use that method then i suppose it's because it wasn't as flexible as you wanted, right?
Nash wrote:I still think this is better developed in cooperation with the devs to get implemented engine-side, rather than be a user-side mod... IMO of course.
gzdoom: /home/gustavo6046/Projects/gzdoom_build/gzdoom/src/scripting/backend/codegen.cpp:2319: virtual ExpEmit FxPostIncrDecr::Emit(VMFunctionBuilder *): Assertion `ValueType == Base->ValueType && IsNumeric()' failed.
Gustavo6046 wrote:TDRR wrote:Hm, got a question, what exactly is stopping you from directly manipulating a playerclass or bot to make it do what you want? I'm definitely going to do this way to allow easier support for mods and stuff, but if you didn't use that method then i suppose it's because it wasn't as flexible as you wanted, right?
Trust me, I have attempted that. You can't manipulate a PlayerPawn's movement in ZScript (at least yet), apparently.
TDRR wrote:Don't know if you already fixed the issue where bots ran way faster than the player, but the way i fixed it was just using A_ChangeVelocity(0, 0, momz, CVF_REPLACE) before thrusting, so bots keep a constant speed.
Bots also don't seem to attack monsters much, and monsters also don't have much interest in the bots either, i suppose that part is still W.I.P?
TDRR wrote:One thing i would like to see here, is a bot-spawnspot that can be saved in the nodelist, that would make bots spawn in those locations in Deathmatch, and when killed, respawn at that location.
kangaroos!
The nodes also seem to be ignored almost always there's an alive actor in the close proximity to the ZetaBots, be it friendly or not.
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