I rewrite the construction of the underlying graph of the path-finding. Sv_botengine_draw_graph = show underlying graph (debug) (depends on version, it's for debug use so it may draw something else) LinkĠ.6 version: teeworlds_srv.0.6. Windows 32bit (untested)Ġ.6 version: teeworlds_srv.0.6.bMod.x86 Linux (32bit)Ġ.6 version: teeworlds_srv.0.6.bMod.x86_64 Linux (64bit)Ġ.7 version : teeworlds_srv.0.7.x86_64.tar.gz (Linux x86_64) Sv_bot_draw_target = show bot target and path (debug) Sv_bot_allow_fire = enable weapons handling Sv_bot_slots = maximum number of bots on the server You can also test the mod on the server : Random | with ai bot() (testing) | Server mod version Using sv_bot_slots greater or equal than sv_max_clients - sv_spectator_slots can prevent spectators to join.īots are not supposed to spectate (but they can with set_team_all) I have to do smth about this. The server checks every tick if there is a slot that a bot can take.īots are not seen in server browser and don't count in vote. I'll release the source, when it's clean enough and I judge that haters gonna love it (basically, when the AI highly depends on server sources) Since I dont see any reason not to share the server binary… Im not releasing the source yet, for the same reason I didn't release the client version source (neither binaries). I used the AI of my bot (see ) and mixed it with the server source. It's a vanilla gametype with server side bots on it. I introduce to you the bCTF/bTDM/bDM mod.
0 Comments
Leave a Reply. |