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Plugging in the Tutor Bot to a Custom Mod

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  • #16
    when you made the bot did you mod a "monster" that was already in the game or did you make a new one... if you made a new one your gonna need to put him in the map your playing for him to show up...

    you can open a bsp file with quark and add a monster in to the map. but you need to make an ent definition for him. i have never done that with quark i cant tell you much more about that. i just use it to add a quad hear and there in some maps.

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    • #17
      Originally posted by Cobalt View Post
      You are doing this on a smart phone?
      Nope, on a PSP. You know, the Playstation Portable.

      Originally posted by JDSTONER View Post
      when you made the bot did you mod a "monster" that was already in the game or did you make a new one... if you made a new one your gonna need to put him in the map your playing for him to show up...

      you can open a bsp file with quark and add a monster in to the map. but you need to make an ent definition for him. i have never done that with quark i cant tell you much more about that. i just use it to add a quad hear and there in some maps.
      I didn't "make" the bot. I used a pre made bot that is supposedly easy to code in. Like the frikbot, you just need access to the source code of the original mod you want to compile it into. A bot is a deathmatch opponent, not a monster. It acts as a human does, and generally has the same health and weapons to start out as a human player does.

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      • #18
        Read and keep this doc handy:

        http://pages.cs.wisc.edu/~jeremyp/qu...kec/quakec.pdf

        Pay close mind to the flowchart :
        13.5.1. Client Connection/Changelevel

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