Zandronum bots
Zandronum bots
Do bots behave like real players in terms of scripts and tags? In single-player mode, if a script makes them do one thing, will it make real players on a server do the same stuff? Or do they inherit the traits of the player during single player sessions?
In other words, is it wise to playtest with them as if it's in a testing server with real players?
In other words, is it wise to playtest with them as if it's in a testing server with real players?
Last edited by Krispy on Mon Oct 22, 2012 10:05 pm, edited 1 time in total.
RE: Zandronum bots
As far as scripts and stuff go, yes, they are affected just the same as real players.
RE: Zandronum bots
But not with stuff like playernumber?
RE: Zandronum bots
Playernumber should still apply the same way too.
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RE: Zandronum bots
Thank you.
One more question not worth making a new thread about, is it possible to check a player's TID through acs?
One more question not worth making a new thread about, is it possible to check a player's TID through acs?
Last edited by Krispy on Tue Oct 23, 2012 1:06 am, edited 1 time in total.
RE: Zandronum bots
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

-
Watermelon
- Zandrone
- Posts: 1244
- Joined: Thu Jun 28, 2012 9:07 pm
- Location: Rwanda
RE: Zandronum bots
Make sure when using Ænima's post that you've actually set them to have a TID if you haven't already. Here's the way I do it:Krispy wrote: Thank you.
One more question not worth making a new thread about, is it possible to check a player's TID through acs?
Code: Select all
script 123 ENTER
{
Thing_ChangeTID(0, 1000 + PlayerNumber());
}
RE: Zandronum bots
This was interesting.Watermelon wrote: [starts at zero for player 1]
RE: Zandronum bots
Yes. This is how all indexes work. For example, in the array myarray[48,32,11], asking for entry 0 will return "48" because indexes start at 0. Remember this for later, it will save you much frustration. ;p
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

-
TheBladeRoden
- Posts: 30
- Joined: Thu Jun 07, 2012 10:33 am
RE: Zandronum bots
They don't seem to work with GetPlayerInput scripts though
RE: Zandronum bots
Better playtest using a local server. I noticed that custom SBARINFO is drawn incorrectly when used with bots offline. It draws totally wrong stuff.