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Bots float when executing 'wait' order on elevators #2
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Actually i spent some time trying to find the best way to do it. I also tried with different m_fFlags values. The movetype approach seemed the best one to me because the bots don't teleport and you don't have to bother changing sb_unstick. Also because sb_unstick affects all the bots but the new wait order can be given to a single bot. You would have the other bots not teleporting if they get stuck. |
Sorry, I misremembered, the bots does shoot and shove.
oh, there is another problem, the following code should be moved to the top, otherwise if you execute "return Left4Bots.Settings.bot_think_interval;" in advance, it will not modify "FuncI ", which could result in multiple bots having the same "FuncI".
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I think i fixed it. Now the current order is automatically paused as soon as the bot is pinned by a special infected and the wait order automatically terminates if the wait location is on a nav area with an elevator. |
- Experimental change smilz0#1: see if I optimized the _OnInventoryManager_ adding points to needed items by way of removing the "if" and "else" conditions for checking held items' class names and instead incrementing them with integer-ized boolean versions of said checks. - Experimental change smilz0#2: change the think interval for "L4BThinker" from 0.01 seconds (which gets minimally capped by the game to 0.0333 seconds, or a tick rate of 30) to 0.0666 (est. tick rate of 15??) to match the player entities' tick rate, which is half as slow as the game's. Source of tick rate tidbit: https://developer.valvesoftware.com/wiki/Entity_Scripts#Thinker_Functions
Reimplemented the L4B1 CancelReviveAndThrowNade logics plus some bug fixes. Fixes #2
- Experimental change #1: see if I optimized the _OnInventoryManager_ adding points to needed items by way of removing the "if" and "else" conditions for checking held items' class names and instead incrementing them with integer-ized boolean versions of said checks. - Experimental change #2: change the think interval for "L4BThinker" from 0.01 seconds (which gets minimally capped by the game to 0.0333 seconds, or a tick rate of 30) to 0.0666 (est. tick rate of 15??) to match the player entities' tick rate, which is half as slow as the game's. Source of tick rate tidbit: https://developer.valvesoftware.com/wiki/Entity_Scripts#Thinker_Functions
Set "movetype" makes bots do nothing,
but set "m_fFlags" can solve the problem,
and also need this to prevent bot Teleport
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