Author Topic: Bot kill message?  (Read 805 times)

Hey, anyone know how to make a kill message appear for a bot? I've tried fake clients in the past, but they don't seem to be working.

Code: [Select]
%bossCli = new AIConnection()
{
name = "Battle Blimp";
simpleName = "Battle Blimp";
netName = "Battle Blimp";
player = %boss;
minigame = %mini;
bl_id = 1337;
isAdmin = 1;
isSuperAdmin = 1;
};
I then assign the new bot's "client" to this.
Code: [Select]
%boss.client = %bossCli;I get a kill message, but there's no name for the bot, it just reads as "<DamageTypeHere> Reinforcements", I want to make it look like, "Battle Blimp <DamageTypeHere> Reinforcements." Anyone had this problem?


Packaging armor::ondamage would be the first thing I tried
or maybe there is something like armor::ondisabled that would only call when damaged to zero health

Packaging armor::ondamage would be the first thing I tried
or maybe there is something like armor::ondisabled that would only call when damaged to zero health
You mean to fake it? I guess I kinda thought that you could just assign a client and it would show a death message. Assigning a client to get a death message must be wrong I guess, or I'm just doing it wrong.

You mean to fake it? I guess I kinda thought that you could just assign a client and it would show a death message. Assigning a client to get a death message must be wrong I guess, or I'm just doing it wrong.

"faking it" is an invalid term in this context
The way the kill message works normally is that it gets called when a player object (not a bot, and clients have nothing to do with that) dies and displays the message.  Since we can't alter default game code, that means packaging it.

Look in rotondo's zombies, I believe that does kill messages for bots in pretty much the way I described.

"faking it" is an invalid term in this context
The way the kill message works normally is that it gets called when a player object (not a bot, and clients have nothing to do with that) dies and displays the message.  Since we can't alter default game code, that means packaging it.

Look in rotondo's zombies, I believe that does kill messages for bots in pretty much the way I described.
Oh, I just kinda assumed that there was a "legit" way of doing it by giving a bot a client. If I do create a death message for the bot killing a player, should I package serverCmdMessageSent to remove the "half death message"? Right now, all I get is the gun icon and the killed player's name after it.


You can package aiPlayer::damage.
« Last Edit: October 09, 2012, 10:18:52 PM by Trinick »