2017-10-01 22:06.38 UTPureCheat: esnesi` () had an impurity (BL - B
UTNerd24 wrote:I dont mean to hold a grudge or anything, but if you can make this bots selectable from the bot list, Im sold.
MBots did it, so Im sure Ferbotz can too.
sektor2111 wrote:Some light for ya, guys.
Botz are Pawns.
MBots are Bots.
By selecting Bots from any Bot menu you'll get BOT types and their child classes not other Pawns, and not without hacking that menu - "BotConfigType" has the main target Bot classes and not other things, and DM game is loading any BOT types, and not even old Bots, and not other child classes of Pawn. This is default UT.
Because Siege doesn't include Bot code as CTF and others.SilverSound wrote:But....They can't play Siege. That was my whole reason to playing around with these ferbotz.
sektor2111 wrote:Because Siege doesn't include Bot code as CTF and others.SilverSound wrote:But....They can't play Siege. That was my whole reason to playing around with these ferbotz.
Bot and child classes are ready to follow directives coming from game controller not taking decisions by themselves allowing modding as required.
iSenSe wrote:So curious about these bots.
Keep running against the same problem for a while now unfortunatly.
I hope somebody here can point me to the right direction.
As soon as a player enters the server, the player will get kicked by UTPure:
Issue remains persistent when set to false:
All the windows files moved to 'system' folder.
Iam on XC_Core 7b and Engine 20 release.
The server is running UltimateNewNet0_9_Beta.
-No ServerPackages loaded in UnrealTournament.ini.
- Code: Select all
2017-10-01 22:06.38 UTPureCheat: esnesi` () had an impurity (BL - Bad Lighting!)
I can join as spectator.. not as player.
UTPure only seems to trigger me when i use FerBotz on the server.
Went searching in this topic.. seems that iam the first to have this kick issue with this.
Higor wrote:If you load FerBotz, but keep bot count at 0. Do the kicks occur?
sektor2111 wrote:I wrote a bot controller for MMGame having... NOTHING - of course there are troubles with default monsters coming from Factory not with Bot - a long time work is required toward monsters.
By figuring how do Siege is supposed to be played, I'm guessing Bot can be schooled at least to assist player and attack in a sudden moment when number of buildings from Team is reaching at certain value. Counting things and telling at Bot what to do is not a Rocket Science.
We have a single problem: "mappers" making sh!t levels without paths linking bases. Here only Botz mutator can do some deals and then... we can use ferbotz if we have to load that mutator for tweaking run-time pathing. Last time I did paths even in my testing unreleased Levels where are not that relevant (consider it as my default mapping reflex).
The little problem of this Mutator is the additional work required around it - I did not see anyone talking about this. Pathing File is not done automated by mutator - mutator do only loads this file and it's dropping new paths in Level, this file it's done by user/admin, right in Level not in Editor, so it will require some work, some considerations, and to mention that I did not fully understand if you can get rid of a rammed PathNode which was placed originally in map, also if it's possible pointing an original node into a bOneWayPath and turning it accordingly... Eh... Editor is Editor (aka Map_Maker or whatever). Other Levels need some triggers, customized things and these are doable only by using different map-patcher - another work, another century spent for tweaking all crap.
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