Guitar Babe wrote:
I've updated the code on tbrn so that each player also spawns an entity which holds certain variable amounts for the duration of the current map. This works great for players, and the values are held even if they leave the server and return to it during the current map.

That sounds good (though maybe you could store the values in the .agrip_aux entity that is already attached to every player, to save memory, if there is space in it).

My question is this, why isn't this working for the bots? It works fine on my local game, but won't seem to work on the server? Because of this, the bots at the moment, are prevented from using certain features of the JQ mod so I'd like to figure out what the deuce is going on! <smile>

Are you using the tutor_bot that comes with stock AQ? It shoudl connect as a client and thus get the extra entity.

I'm also wondering if someone might point me in the proper direction of the actual testbot spawning routine in the game engine. I don't have a current copy of the engine, but would love to get one and also to know how to properly compile it as well as make the appropriate changes to the routine (I'm assuming it's simply written in C?) which would simply be to change the bot classname from player to bot. Doing this would help me solve this issue. But I'd also really like to figure this out without needing to do such...

The engine is written in C and I will start working on bringing it more up-to-date after I've finished the modding documentation (see other post I made in the last few minutes). However, I don't think you should be using test bots, rather the QC one that comes with AQ (tutor_bot). Testbots are, IIRC, treated differently to real clients.

best regards,


--
Matthew Tylee Atkinson <[EMAIL PROTECTED]>
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