At the current time with scripts I made I spawn bots without weapons, and
have sounds for the bots that make them sound like zombies. It seems to be
fun as people like it. In quake2 I did this and was able to control health
and different types. I had the choice of any q2 monster in the game to use
as a zombie and I could put in 50 or 100 of them at the health I chose. HL@
falls way short of that. BOTS USE A PLAYER SLOT in Quake2 they
didn't........... this takes up slots for net players and who knows how to
fix that. Like I said I could adjust the starting health also so it takes
more to put them down. A headshot with a deagle takes em out. It wouldn't be
so bad but since the bots take up a slot im limited with the amount of slots
available. Baically in the simplist form I want to add bots that have more
Health or take way less damage so they are harder to take down. It would be
awesome if I could make the plugin not have bots use player slots. Any ideas
on that one?



-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Friday, July 01, 2005 5:57 PM
To: [email protected]
Subject: Re: [hlcoders] BOTS HEALTH PLUGIN

http://www.hl2coding.com/forums/viewtopic.php?t=557&highlight=sethealth

has this:

      // Get CBaseEntity pointer for an edict
      CBaseEntity *m_pCBaseEntity = pEdict->GetUnknown()->GetBaseEntity();

      // Set player health
      m_pCBaseEntity->SetHealth(new_health);

That seems pretty simple and doesn't require SourceMM.  I guess
technically that's not part of the "Valve provided" interface though.



On 7/1/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Michael A. Hobson wrote:
> > Jeff:
> >
> > Bullshit.
> >
> > Maybe it can't be done with the server plugin interfaces
> > supplied by Valve, but this is exactly the sort of hack people
> > are doing  with SourceMM.
>
> Correct.  Simple answer, it can't be done.  :)
>
> --
> Jeffrey "botman" Broome
>
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