Are Loque and Xan hard coded in the engine?

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EvilGrins
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Re: Are Loque and Xan hard coded in the engine?

Post by EvilGrins »

Chamberly wrote:other bots have some kind of autoaim as well
I setup a Nali once using this really grim skin many years back, named it "the fallen". I gave the thing no accuracy whatsoever, and that bot could be right next to you with a minigun firing straight at you and miss you every time.

They've only got so much auto-aim as you configure them with.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Are Loque and Xan hard coded in the engine?

Post by EvilGrins »

For whatever it's worth, the restored Loque bot running around in my games is doing pretty well:
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Been doing bot matches with the Golden Reavers mutator & instagibs.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Are Loque and Xan hard coded in the engine?

Post by Chamberly »

Do Aegor vs Loque. lel.
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Re: Are Loque and Xan hard coded in the engine?

Post by Old UT Veteran »

Chamberly wrote:Do Aegor vs Loque. lel.
RIP Aegor
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Re: Are Loque and Xan hard coded in the engine?

Post by EvilGrins »

Chamberly wrote:Do Aegor vs Loque. lel.
From what I understand, Aegor is a FerBot (furry-bot) so I'd need someone to screenshot his setup so I could enter it into my bots' setup.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Are Loque and Xan hard coded in the engine?

Post by sektor2111 »

And it's time for the answer at title's question.
Loque is a Bot encoded in Botpack with default properties changed. Xan is the same, integrated into Botpack having a few additional features.

Trying new sort of Bots I have an alias for each such of "guy". Because I have encountered a few troubles at sounds I re-imported them separate out of Botpack. I have completed empty slots and I used even unused sounds. So they can even be part of any other Mod-file but a bit modified.
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Re: Are Loque and Xan hard coded in the engine?

Post by papercoffee »

sektor2111 wrote:And it's time for the answer at title's question.
Loque is a Bot encoded in Botpack with default properties changed. Xan is the same, integrated into Botpack having a few additional features.

Trying new sort of Bots I have an alias for each such of "guy". Because I have encountered a few troubles at sounds I re-imported them separate out of Botpack. I have completed empty slots and I used even unused sounds. So they can even be part of any other Mod-file but a bit modified.
AHA!! ...ok is this somehow shareable?
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Re: Are Loque and Xan hard coded in the engine?

Post by Chamberly »

Old UT Veteran wrote:
Chamberly wrote:Do Aegor vs Loque. lel.
RIP Aegor
Aegor pwns Loque. You haven't seen it.
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Re: Are Loque and Xan hard coded in the engine?

Post by sektor2111 »

papercoffee wrote:AHA!! ...ok is this somehow shareable?
Package needs finished first as long as I'm testing if improvements are welcomed or not. Even new Loque will be able to get rid of BlockMonsters if one such dumb thing stays in to his way. I'll put them at once with source-code if I'll consider them ready. They aren't like Ferbotz able to perform several things but they are able to track TeamGamePlus directives normally but with a decreased frequency in order to release a bit engine from stress.
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Re: Are Loque and Xan hard coded in the engine?

Post by UnrealGGecko »

I'd like to have a "mutated" Loque in my bot list: All I need is a PS2 version of his model (Which I already have) and the same or even better stats\behaviours of the original....

Then... The ultimate ruler of the Instagib will be born. :satan:
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Re: Are Loque and Xan hard coded in the engine?

Post by sektor2111 »

UnrealGecko wrote:I'd like to have a "mutated" Loque in my bot list...
Just a recall note, if a package contains a Bot and it's OK, you can have it defaulted by declaring it into User.Ini. I did this with those Reavers as long as I wanted them for tests not using that bad mutator from package and which was letting them unarmed properly. Bot does a bunch or errors if has no weapon. Example of my config:

Code: Select all

BotClasses[0]=MBot.MTMale1Bot
BotClasses[1]=MBot.MTFemale2Bot
BotClasses[2]=MBot.MTMale2Bot
BotClasses[3]=MBot.MTMale1Bot
BotClasses[4]=MBot.MTFemale1Bot
BotClasses[5]=MBot.MTFemale1Bot
BotClasses[6]=MBot.MTMale2Bot
BotClasses[7]=MBot.MTFemale2Bot
BotClasses[8]=MBot.MTMale1Bot
BotClasses[9]=MBot.MTFemale1Bot
BotClasses[10]=MBot.MTMale2Bot
BotClasses[11]=MBot.MTMale1Bot
BotClasses[12]=MBot.MTFemale2Bot
BotClasses[13]=MBot.MTFemale2Bot
BotClasses[14]=MBot.MTMale2Bot
BotClasses[15]=MBot.MTFemale1Bot
BotClasses[16]=MBot.MTMale1Bot
BotClasses[17]=MBot.MTFemale2Bot
BotClasses[18]=MBot.MTMale2Bot
BotClasses[19]=MBot.MTFemale1Bot
BotClasses[20]=MBot.MTMale1Bot
BotClasses[21]=MBot.MTFemale1Bot
BotClasses[22]=MBot.MTMale2Bot
BotClasses[23]=MBot.MTFemale2Bot
BotClasses[24]=MBot.MTMale1Bot
BotClasses[25]=MBot.MTFemale1Bot
BotClasses[26]=MBot.MTMale2Bot
BotClasses[27]=MBot.MTFemale2Bot
BotClasses[28]=MBot.MTMale1Bot
BotClasses[29]=MBot.MTFemale2Bot
BotClasses[30]=MBot.MTMale2Bot
BotClasses[31]=MBot.MTFemale1Bot
The rest of properties are unchanged, simply aliases spawns nicely.
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