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[Release]MW2 TU8 - Bots V3 Fixed
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[Release]MW2 TU8 - Bots V3 FixedPosted:

marsupiallizard
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Update 1 - All Bots Spawn Automatically
I believe that this is in a stable enough state to release for testing. I have tried many different maps and gametypes and still haven't gotten a Fatal Crash. But it is still a work in progress.
I just threw in Walking AC130 and "Jet Pack" or "Multi-Jump" or whatever you want to call it.
Let me know what you think. Or if it gives you any trouble.

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Bug Report

-Likely to freeze if you press buttons while the countdown is on screen


Update 2 - Spawn Individual Bots
This one will allow you to spawn bots individually.
DPAD Left = Add in a bot
DPAD Down = Make bot choose team
DPAD Right = Make bot choose class
This is just a small proof that spawning bots individually can be stable.

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Update 3 - Spawn In Single Bot Or All Bots - FIXED!
This one is by far the most stable. I was going through every map and gametype to test its stability and I didn't get an error until 18 games in.
The error was about Max Allocation Exceeded, it did not even cause a fatal crash.

If you have any problems please post them, as I would like to prevent all errors from occurring.
Hopefully we will start seeing more bots in MW2 TU8 soon. :mrgreen:

Also, you can spawn single bots then spawn all bots to add the rest in.

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Last edited by marsupiallizard ; edited 10 times in total

The following 5 users thanked marsupiallizard for this useful post:

imgur (07-15-2014), GnR (07-15-2014), -Gizmo (07-15-2014), gamer7112 (07-15-2014), xChillest (07-12-2014)
#2. Posted:
LeaveItYea
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looks good! ill give it a try
#3. Posted:
Maybe_Ethernet
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are you using SV_AddTestClient?
#4. Posted:
marsupiallizard
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Maybe_Ethernet wrote are you using SV_AddTestClient?

Yes, but I edited some of the other code and it seems to prevent the random allocation of memory.

Unless of course I have been VERY lucky and not getting that.
#5. Posted:
Maybe_Ethernet
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marsupiallizard wrote
Maybe_Ethernet wrote are you using SV_AddTestClient?

Yes, but I edited some of the other code and it seems to prevent the random allocation of memory.

Unless of course I have been VERY lucky and not getting that.
or you can reverse GScr_AddTestClient
#6. Posted:
marsupiallizard
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Was just testing with GScr_AddTestClient and it will black screen after every match. I was using GScr_AddFieldsForClient and GScr_AddTestClient so I'm guessing it doesn't deallocate the memory allocated from GScr_AddFieldsForClient?

I can still upload it if you want though.


Last edited by marsupiallizard ; edited 2 times in total
#7. Posted:
ImNotTreyZ
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Maybe_Ethernet wrote
marsupiallizard wrote
Maybe_Ethernet wrote are you using SV_AddTestClient?

Yes, but I edited some of the other code and it seems to prevent the random allocation of memory.

Unless of course I have been VERY lucky and not getting that.
or you can reverse GScr_AddTestClient


GScr_AddTestClient is using SV_AddTestClient and Scr_AddEntity.
So that would be pretty pointless to reverse
#8. Posted:
Hydrophobical
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dude could you make it so you can spawn bots where u wont and but explossive bullets on.
#9. Posted:
RGH-
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Im gonna go test it out ill let you know how it goes.
#10. Posted:
marsupiallizard
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Added a new version that allows you to spawn bots individually.
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