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[Release]MW2 TU8 - Bots V3 Fixed
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[Release]MW2 TU8 - Bots V3 FixedPosted:
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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
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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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
#2. Posted:
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looks good! ill give it a try
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are you using SV_AddTestClient?
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#4. Posted:
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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.
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marsupiallizard wroteor you can reverse GScr_AddTestClientMaybe_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.
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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
I can still upload it if you want though.
Last edited by marsupiallizard ; edited 2 times in total
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Maybe_Ethernet wrotemarsupiallizard wroteor you can reverse GScr_AddTestClientMaybe_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.
GScr_AddTestClient is using SV_AddTestClient and Scr_AddEntity.
So that would be pretty pointless to reverse
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#8. Posted:
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dude could you make it so you can spawn bots where u wont and but explossive bullets on.
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Im gonna go test it out ill let you know how it goes.
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Added a new version that allows you to spawn bots individually.
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