How come the bots don't use the pistol?

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Aqua Kitty
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How come the bots don't use the pistol?

#1

Post by Aqua Kitty » Fri Oct 19, 2012 4:48 am

I'm making a hacky-ass Faceball 2000 conversion and as you can tell the pistol will be the main weapon. I just made Map01 and a patch; I wanted it to work on Doom Legacy for splitscreen play, although Doom II format is really all I need for the maps to work on Legacy. I'm wondering why Zandronum's bots don't like the pistol. They literally won't use it even if there's no other weapon or berserk available. I mean, even ZCajun used the pistol as did Legacy's bot.

Anyway, enough ranting, the main reason I asked is because I wanted to add Zandronum bots to the mod and it should work on most source ports, except Legacy makes the shotgun state appear over weapons and it messes with fist frames and causes the pistol to double fire, thus breaking the game.
Last edited by Aqua Kitty on Fri Oct 19, 2012 4:58 am, edited 1 time in total.
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RE: How come the bots don't use the pistol?

#2

Post by Llewellyn » Fri Oct 19, 2012 5:14 am

It has +WEAPON.WIMPY_WEAPON
remove this flag and it should work fine.

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RE: How come the bots don't use the pistol?

#3

Post by sheridanm962 » Fri Oct 19, 2012 7:10 am

I was going to be a cheezy fucker and say: Because they aren't into the classic style of Doom ;D
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RE: How come the bots don't use the pistol?

#4

Post by Aqua Kitty » Sun Oct 21, 2012 5:32 am

I asked out of curiosity, but the weapon is a dehacked patch because I totally have no skill in Decorate and I'm making the maps for Doom II format anyway. I figured Legacy would be perfect for this project because the bots are more intelligent than Zdoom/Zandronum's, you can play splitscreen like in the SNES version of Faceball 2000, and it has networking for at least 16 players (up to 32; Zandronum has about 1/3 of what Legacy has that'd be ideal for this mod). I have the patch working in ZDoom/Zandronum; However Legacy breaks the pistol by putting a shotgun overlay on it and it breaks the firing rate of weapons. All I really did was make it fire plasma and gave it a bit of a recoil time, to match the behavior of the default weapon of Midi Maze. It works fine in Zdoom, infinite ammo and all. I'm certain it would work in Boom and Chocolate Doom so maybe it's just Legacy's typical buggy behavior.

Anyway how would I go about deflagging the pistol and fist for you Zandronum players, since it seems as though Legacy isn't viable for now. It was really just a simple hack and Legacy broke it. I even replaced the shotgun frames with pistol and made it a faster firing pistol to start on a weapon upgrade system for the future Singleplayer campaign (in an attempt to mask the problem). I'm thinking about giving all the other weapons ammo too and using modified plasma weapons that would fit Midi Maze's behavior with a slightly Doomish twist. Anyway, does Doom Legacy have a history of breaking Dehacked patches like that?
Last edited by Aqua Kitty on Sun Oct 21, 2012 5:35 am, edited 1 time in total.
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RE: How come the bots don't use the pistol?

#5

Post by -Jes- » Sun Oct 21, 2012 2:19 pm

Decorate.txt:

Actor NewPistol : Pistol replaces Pistol
{
-WEAPON.WIMPY_WEAPON
}

And then either keyconf or a custom doomplayer class.
Last edited by -Jes- on Sun Oct 21, 2012 2:20 pm, edited 1 time in total.

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RE: How come the bots don't use the pistol?

#6

Post by Aqua Kitty » Mon Oct 22, 2012 5:58 am

-Jes- wrote: Decorate.txt:

Actor NewPistol : Pistol replaces Pistol
{
-WEAPON.WIMPY_WEAPON
}

And then either keyconf or a custom doomplayer class.
Ah, come to think of it, I just copied Zandronum's pistol decorate and modified it to fire plasma/not use ammo, and tried -WEAPON.WIMPY_WEAPON. DECORATE would be pretty useful here but it seems like I should use a keyconf as well since the bots didn't use the pistol at all, which is one feature I'd like in this mod.
Last edited by Aqua Kitty on Mon Oct 22, 2012 5:58 am, edited 1 time in total.
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