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Author Topic: Slayer  (Read 233014 times)

The change log has been posted! Hopefully I didn't forget anything.

Version 3.8 Beta 1

Download Now

Quote
WARNING

This is a beta release. Things may not work as expected. Please report bugs you encounter. This is not complete. This is not for inexperienced users.

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BUG REPORTING

Report bugs here. Please provide detailed descriptions and upload your console log.

Quote from: Change Log (v3.8b1)
  • ADD Bot Team Filling: Bots will automatically be added or removed from a team to keep it at the desired number of players. For example, a 6v6 TDM with only 7 actual players would have the remaining 5 slots filled by bots.
  • ADD Bot Pathing: Place node bricks around your build (seriously, at every corner) to allow your bots to travel between objectives.
  • ADD Added spectator teams.
  • ADD Added per-team kill hiding.
  • ADD Added Slayer page to default help menu.
  • ADD Added minigame color selection.
  • ADD Added option to allow immediate team joining. (no swapping required)
  • ADD Created an option to change the location of Slayer bricks in the cart.
  • ADD Added release channel system.
  • GUI Moved some options to main Team panel from Advanced panel.
  • GUI Added GUI help popups.
  • GUI Added Slayer button to the Blockland Options menu.
  • BUG Fixed onMinigameReset being called multiple times.
  • BUG Fixed some cases where the minigame could not be edited.
  • BUG Can now attempt to swap with someone on a full team.
  • BUG Fixed the "allied teams never-ending round" issue.
  • BUG Team shuffle now works when the max players is set.
  • BUG Fixed cases of GUI not loading.
  • PREF Reverted default team shuffle mode to "New Team Every Time".
  • CNG Slayer bricks appear in the Special tab by default now.
  • CNG Self Deletes are now added to the death counter.
  • CNG _victoryCheck_Lives callback can now return -1 to indicate continuation of round.
  • CNG Slayer_MinigameSO::endRound now accepts reset time of -1, which causes minigame to not reset.

Downloading this update will force you into the beta release cycle, which you can opt out of by accessing the Slayer options menu from its new home in the Blockland menu GUI.

And you just know they're gonna use it anyway.
Yup, that's how it goes.

Do the Bots get random names? That would be Useful.


Is there a pref or something to disable things slayer prints into the chat, for example spawning:

The reset message.
The "Team Slayer" message.
The "+ 1" life message.

etc.

did you ever get a chance to do this?

Do the Bots get random names? That would be Useful.

You can set their names by using the setBotName event on spawnbricks.

That reminds me. These bots will spawn at human spawns! (standard bot holes coming soon) If you want to perform events on the bots, place onBotSpawn events on all of the spawnpoints they can use.

did you ever get a chance to do this?

Not yet, but it's on the roadmap for v3.8rc1. https://bitbucket.org/Greek2me/slayer/issue/177/option-to-hide-slayer-messages

Would love to see a server running this asap.

I'm going to have to experiment with this

The change log has been posted! Hopefully I didn't forget anything.

Quote from: Change Log (v3.8b1)
ADD Bot Pathing: Place node bricks around your build (seriously, at every corner) to allow your bots to travel between objectives.
...
Quote from: Port's link to Node Editor. Use this cigarette
https://hostr.co/H16vKTKRVEDI
« Last Edit: October 18, 2013, 03:35:19 PM by Crystalwarrior »

...

What is your point? It is essentially the same thing, except that my method works with Blockland saves.

Would love to see a server running this asap.

Me too. I'm not sure how functional the bots will actually be yet. They need a more advanced assignment system for objectives.
« Last Edit: October 18, 2013, 05:48:20 PM by Greek2me »

Um... Would you need events to a certain brick with a couple of Node bricks so the bot will find a path to go there?
Cause right now i made an small build to test it out the the bots don't seem to Use the node bricks.

Um... Would you need events to a certain brick with a couple of Node bricks so the bot will find a path to go there?
Cause right now i made an small build to test it out the the bots don't seem to Use the node bricks.

Make sure that all node bricks are within sight of another node brick. The bot spawns, capture points, etc. must also be in sight of a node brick.

Come to think of it, bots will currently only follow node bricks to get to capture points.

edit: Ugh I forgot to add/finish a lot of things before I released this.


What is your point? It is essentially the same thing, except that my method works with Blockland saves.
Well, with nodes, you can actually link them with each other, giving bots an idea that they can walk along the line just fine.
It's really easy to use and it doesn't rise the brickcount, and you can just hide/unhide it all with a simple function.
And about the saving, Port made his nodes work with saves for ZAMB. Here's the github.
I'm pretty sure an "onSaveLoad" kind of function exists so you can call "loadNodes" there.

Well,I am confused,I am using "Territory" so I use Capture Points. Now,I have set up Nodepoints and they are all visible,DO i need to enable Ray casting or somethin? Because bots dont use it at all,THey also do not notice each other.

Well,I am confused,I am using "Territory" so I use Capture Points. Now,I have set up Nodepoints and they are all visible,DO i need to enable Ray casting or somethin? Because bots dont use it at all,THey also do not notice each other.

Try enabling "use all players' bricks". Also, make sure that you use the team-fill bots.