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Frikbots & Skins

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redrum

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Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Thu Jun 28, 2007 2:35 pm

I'm sort of confused but I'll give it the old college try.
Thanks guys. 8)
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redrum

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Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Thu Jun 28, 2007 9:39 pm

I tried it. The bots are all black :(
Please take a look at the code, see if you can help. Thanks.

// FIXME: do teams properly
// note this has no effect on infokey
WriteByte(2, 92 ); // \
WriteByte(2, 115); // s
WriteByte(2, 107); // k
WriteByte(2, 105); // i
WriteByte(2, 110); // n
WriteByte(2, 92); // \

if (self.b_num == 0)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 115); // s
WriteByte(2, 101); // e
}
else if (self.b_num == 1)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (self.b_num == 2)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}

WriteByte(2, 92); // \
WriteString( 2, who.netname);
};
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<<

redrum

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Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Thu Jun 28, 2007 10:13 pm

BTW I did make the skin files foo.pcx, bar.pcx and put them in the QW/skins folder.
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<<

FrikaC

Site Admin

Posts: 1019

Joined: Fri Oct 08, 2004 11:19 pm

Post Fri Jun 29, 2007 12:21 am

1. that's only 3 out of 16 bot templates, look at bot_misc.qc's BotName function to see which b_num corresponds to which name/colors.

2. b_num has no 0, it's 1 thru 16, so you've only got 1 and 2 really implemented, that's 2 out of 16 bots.

3. It's actually who.b_num not self.b_num, I didn't convert it to the context of the function. (Gleaned from looking at the who.netname line)
<<

redrum

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Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Fri Jun 29, 2007 2:27 pm

Ok, I'll try it. Thanks.
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<<

Teiman

Posts: 309

Joined: Sun Jun 03, 2007 9:39 am

Post Fri Jun 29, 2007 2:59 pm

Theres more than one way to skin a cat...

he.. ..frikbot.
<<

redrum

User avatar

Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Fri Jun 29, 2007 8:35 pm

Still all black, also I noticed the bots names do not appear in the scoreboard anymore. Anyway, here's what the code looks like now:

// FIXME: do teams properly
// note this has no effect on infokey
WriteByte(2, 92 ); // \
WriteByte(2, 115); // s
WriteByte(2, 107); // k
WriteByte(2, 105); // i
WriteByte(2, 110); // n
WriteByte(2, 92); // \

if (who.b_num == 1)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 115); // s
WriteByte(2, 101); // e
}
else if (who.b_num == 2)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (who.b_num == 3)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
else if (who.b_num == 4)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (who.b_num == 5)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
else if (who.b_num == 6)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
else if (who.b_num == 7)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (who.b_num == 8)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
else if (who.b_num == 9)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (who.b_num == 10)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
else if (who.b_num == 11)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (who.b_num == 12)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
else if (who.b_num == 13)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
else if (who.b_num == 14)
{
WriteByte(2, 102); // f
WriteByte(2, 111); // o
WriteByte(2, 111); // o
}
else if (who.b_num == 15)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
else if (who.b_num == 16)
{
WriteByte(2, 98); // b
WriteByte(2, 97); // a
WriteByte(2, 114); // r
}
WriteByte(2, 92); // \
WriteString( 2, who.netname);
};
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<<

redrum

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Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Sat Jun 30, 2007 6:35 pm

Bueller? Bueller? Bueller?......
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<<

Error

User avatar

Inside3D Staff

Posts: 785

Joined: Fri Nov 05, 2004 5:15 am

Location: VA, USA

Post Sun Jul 01, 2007 7:33 pm

I hated that damn movie :?
<<

redrum

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Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Sun Jul 01, 2007 11:16 pm

That was a classic!
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<<

redrum

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Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Mon Jul 02, 2007 8:16 pm

So, can anyone help me with this???
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<<

FrikaC

Site Admin

Posts: 1019

Joined: Fri Oct 08, 2004 11:19 pm

Post Mon Jul 02, 2007 9:21 pm

That should work. Are you sure those foo and bar pcx files you have are right size & format?
<<

redrum

User avatar

Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Tue Jul 03, 2007 12:30 am

Yeah, the skins are good I've used them before. I just re-named them to foo, and bar.
Did you happen to test it yourself?
Welcome to the Overlook Hotel, 69.81.59.41:27500
<<

redrum

User avatar

Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Tue Jul 03, 2007 1:08 am

Weird.
I've been using FuhQuake as my client.
When I decided to try the regular Quakeworld client walla! It worked!
I had put the skin files in both C:\Fuhquake\QW\skins and C:\Quakeworld\QW\skins folders.
Shouldn't it work using the Fuhquake client as well?
Thanks for all the help.
Welcome to the Overlook Hotel, 69.81.59.41:27500
<<

redrum

User avatar

Posts: 400

Joined: Wed Mar 28, 2007 11:35 pm

Location: Long Island, New York

Post Tue Jul 03, 2007 2:28 am

Another problem:
When clients connect to the server, they can't download the skins. Even when they try to force it by typing "skins" at the console?
They keep seeing the "base" skin. What gives?
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