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Xonotic forums scripting
Xonotic forums scripting












xonotic forums scripting

You probably want to make it so the tUba bots can't leave their area using various means see the opera map for a quite safe approach involving a "shootable" trigger, but you could also make a pit you can fall into but not get out, or a teleport, or similar tricks to keep them enclosed.Īlso you may want to look at opera's mapinfo settings: it sets _independent_players 1 and bot_navigation_ignoreplayers 1 to help bot navigation. Info_player_deathmatch spawnpoints with "restriction" "2" for where humans are to spawn Info_player_deathmatch spawnpoints with "restriction" "1" for where bots are to spawn These targets must not be on a nosteps or metalsteps surface!ģ target_position entities called tMetalSteps1 to tMetalSteps3 for bots to jump on for metal step soundsĤ target_position entities called tNoSteps1 to tNoSteps4 for jetpack bots so they don't make an unwanted landing sound It's a good idea to have a noimpact surface behind it so shots don't make a noise on their impact.ģ2 target_position entities called tUba1 to tUba32 for where bots with tubas/accordeons should walk to start their performanceģ2 target position entities called tChr1 to tChr32 for where percussion bots should walk to start their performance. It needs the following entities, if you use the default nf:Ī target_position called tVocals for the vocalistĪ target_position called tPercussion which is where the bots will aim. To do a bot orchestra performance, a "stage" map for the orchestra is required.

#Xonotic forums scripting manual#

The base entity layout for a bot orchestra stage is described in the Bot Orchestra manual on the Xonotic development wiki: In the first part, I'd like to show you how we created the stage itself, that houses the orchestra event. The demo itself (exe) can be downloaded from here: Xonotic-data.pk3dir/cbrutail/function2012 Xonotic-maps.pk3dir/cbrutail/function2012 Those who'd like to tinker around with the sources have to check out the following branches (and recompile DP afterwards ofc.): In the following few threads, I'd like to show you all, how we made Scripted Symphony. While creating the demo, I've learned even more about using netradiant and it's undocumented features, that a mapper can use to make a map more interesting, more interactive.

xonotic forums scripting xonotic forums scripting

Expect the server crap itself though.) to achieve what we wanted, but that'll come a bit later. With that, you can even force spectators not to fly, but WALK on the map, like regular players, just not interacting with anything. During development we had to implement new features (eg. Scripted Symphony is nothing, but a large abuse of the Darkplaces engine. It features massive server and client side entity abuse to produce stage effects, andīot AI forced with scripts to play music with special weapons used as instruments. Thanks in advance :).Scripted Symphony is a demo made in the heavily modified Quake engine Darkplaces. Multiplayer savegame loading #1088 (into the treasure committee topic)Īs I am no dev at all, I wish to reward the dev team for implementing it with a donation. The simplest answer is probably: the server should send it automatically on loading, or even start the transfer when the player says "I'm ready".Īnother question: is there any plan to make saved games loadable for multiplayer games? EDIT: WHOOPS: Now the question is: what can we do of it? This happens probably because they don't receive the map at all. I already tried it alone with petra bot, it works great (except some lags due to petra) but when I want to play with people, they simply get disconnected. I wish to submit an issue I had in multiplayer mode, and I could not find after googling: I wanted to try with other people on the multiplayer hall a custom scenario I have been working on for hours. As it's my first post, I wish to congratulate and thank the whole team for your game!














Xonotic forums scripting