Hi, I was wondering if it's possible to change the health of bots to something like 20000. (yes, i know it's weird don't ask, lol) But I'm not sure where to put it in the source. I see that in client.qc you can edit your starting health, but does it affect the bots as well? If not, what should I edit to make it work? Thanks!
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What bots? Quake doesnt have bots originally.
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Ya i figured Frikbots but wasnt sure which bot mod...
are u talking about the zues bots?
in combat.qc why not just in t_damage
if (!(targ.flags & FL_CLIENT)) damage = damage / 10;
or something like that
I'm assuming, you want to give your bots more health, (or take less damage) to prolong the battling?
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Originally posted by R00k View PostYa i figured Frikbots but wasnt sure which bot mod...
are u talking about the zues bots?
in combat.qc why not just in t_damage
if (!(targ.flags & FL_CLIENT)) damage = damage / 10;
or something like that
I'm assuming, you want to give your bots more health, (or take less damage) to prolong the battling?
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It's not doing anything cause you changed the wrong thing o.O
You probably need to find the "absolute" bot player function (?player_bot?) or maybe in (?bot_client.qc or client.qc if a new one was introduced with the mod?) there may be something like void() PutBotInServer - you want to change self.health somewhere. That's how I would have searched it, anyway.
Or just do what r00k said
EDIT:
Open the entire mod (only) in notepad++ and do a "find all in all opened documents" on the term .health
That will return an output panel of every place .health is set. You can click these results and go straight to the line. One of those results is what you are looking for.
* self.health is a more refined searchLast edited by MadGypsy; 02-21-2013, 02:56 PM.
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Originally posted by MadGypsy View PostIt's not doing anything cause you changed the wrong thing o.O
You probably need to find the "absolute" bot player function (?player_bot?) or maybe in (?bot_client.qc or client.qc if a new one was introduced with the mod?) there may be something like void() PutBotInServer - you want to change self.health somewhere. That's how I would have searched it, anyway.
Or just do what r00k said
EDIT:
Open the entire mod (only) in notepad++ and do a "find all in all opened documents" on the term .health
That will return an output panel of every place .health is set. You can click these results and go straight to the line. One of those results is what you are looking for.
* self.health is a more refined search
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Ok found more info on your cross-post on that nazi zombie forum.
The code example i posted above will make all non players take 1/10th the damage from any weapon you shoot at it. So you can shoot 10 times longer.
or look for ".health" use find in files in your editor (notepad+ is nice).
until u find where the part of the code when the bot spawns.
I cannot find the mod so I cant see the exact source.
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IDK how your mod handles the bots but if they are using the params from client.qc you can add something like this:
(This was just written from my head but it should work that way)
add this to defs.qc:
Code:.float isbot
Code:self.isbot = TRUE;
Code:void() SetNewParms = { parm1 = IT_SHOTGUN | IT_AXE; if(self.isbot == TRUE) // IF I AM A BOT parm2 = 400; // GIMME 400 HEALTH else // IF NOT parm2 = 100; // GIMME 100 HEALTH parm3 = 0; parm4 = 25; parm5 = 0; parm6 = 0; parm7 = 0; parm8 = 1; parm9 = 0; };
i have a similar thing for the frikbots for my game.
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Originally posted by dr_mabuse1981 View PostIDK how your mod handles the bots but if they are using the params from client.qc you can add something like this:
(This was just written from my head but it should work that way)
add this to defs.qc:
Code:.float isbot
Code:self.isbot = TRUE;
Code:void() SetNewParms = { parm1 = IT_SHOTGUN | IT_AXE; if(self.isbot == TRUE) // IF I AM A BOT parm2 = 400; // GIMME 400 HEALTH else // IF NOT parm2 = 100; // GIMME 100 HEALTH parm3 = 0; parm4 = 25; parm5 = 0; parm6 = 0; parm7 = 0; parm8 = 1; parm9 = 0; };
i have a similar thing for the frikbots for my game.
Thanks, Mabuse!
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