Blockland Forums > Modification Help
Bot hole help
OfficerZach7551:
I'm trying to add a bot hole to my Keroro player to avoid the polygon disappearing issue. Every time I test it, the bot doesnt spawn.
help plz
--- Quote from: bot_base.cs ---//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
// Load dts shapes and merge animations
datablock TSShapeConstructor(KeroroDts)
{
baseShape = "./keroro.dts";
sequence0 = "./gero_root.dsq root";
sequence1 = "./gero_run.dsq run";
sequence2 = "./gero_run.dsq walk";
sequence3 = "./gero_run.dsq back";
sequence4 = "./gero_run.dsq side";
sequence5 = "./gero_crouch.dsq crouch";
sequence6 = "./gero_root.dsq crouchRun";
sequence7 = "./gero_root.dsq crouchBack";
sequence8 = "./gero_root.dsq crouchSide";
sequence9 = "./gero_look.dsq look";
sequence10 = "./gero_headside.dsq headside";
sequence11 = "./gero_root.dsq headUp";
sequence12 = "./gero_jump.dsq jump";
sequence13 = "./gero_jump.dsq standjump";
sequence14 = "./gero_root.dsq fall";
sequence15 = "./gero_root.dsq land";
sequence16 = "./gero_activate.dsq armAttack";
sequence17 = "./gero_arml.dsq armReadyLeft";
sequence18 = "./gero_armr.dsq armReadyRight";
sequence19 = "./gero_armboth.dsq armReadyBoth";
sequence20 = "./gero_spear.dsq spearready";
sequence21 = "./gero_throw.dsq spearThrow";
sequence22 = "./gero_root.dsq talk";
sequence23 = "./gero_death.dsq death1";
sequence24 = "./gero_activate.dsq shiftUp";
sequence25 = "./gero_activate.dsq shiftDown";
sequence26 = "./gero_activate.dsq shiftAway";
sequence27 = "./gero_activate.dsq shiftTo";
sequence28 = "./gero_activate.dsq shiftLeft";
sequence29 = "./gero_activate.dsq shiftRight";
sequence30 = "./gero_activate.dsq rotCW";
sequence31 = "./gero_activate.dsq rotCCW";
sequence32 = "./gero_activate.dsq undo";
sequence33 = "./gero_activate.dsq plant";
sequence34 = "./gero_sit.dsq sit";
sequence35 = "./gero_activate.dsq wrench";
sequence36 = "./gero_activate.dsq activate";
sequence37 = "./gero_armsflail.dsq activate2";
sequence38 = "./gero_root.dsq leftrecoil";
};
datablock AudioProfile(KeroroDeathSound)
{
fileName = "./shinryakunanoni.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(KeroroJumpSound)
{
fileName = "./gero.wav";
description = AudioClose3d;
preload = true;
};
datablock AudioProfile(KeroroPainSound)
{
fileName = "./gero2.wav";
description = AudioClose3d;
preload = true;
};
datablock PlayerData(KeroroArmor : PlayerStandardArmor)
{
shapeFile = "./Keroro.dts";
uiName = "Keroro";
canJet = 1;
maxDamage = "400";
runForce = "5930";
maxForwardSpeed = "11";
maxBackwardSpeed = "6";
maxSideSpeed = "8";
jumpForce = "1070";
airControl = "0.7";
useCustomPainEffects = true;
PainSound = KeroroPainSound;
DeathSound = KeroroDeathSound;
JumpSound = KeroroJumpSound;
mass = 100;
drag = 0.02;//0.02
density = 0.80;//0.6
runSurfaceAngle = 70;
jumpSurfaceAngle = 70;
runForce = 90 * 90;
maxForwardSpeed = 10;
maxBackwardSpeed = 5;
maxSideSpeed = 7;
attackpower = 9;
maxdamage = 100;//Bot Health
//Hole Attributes
isHoleBot = 1;
//Spawning option
hSpawnTooClose = 0;//Doesn't spawn when player is too close and can see it
hSpawnTCRange = 8;//above range, set in brick units
hSpawnClose = 0;//Only spawn when close to a player, can be used with above function as long as hSCRange is higher than hSpawnTCRange
hSpawnCRange = 32;//above range, set in brick units
hType = Friendly; //Enemy,Friendly, Neutral
hNeutralAttackChance = 0; //0 to 100, Chance that this type will attack neutral bots, ie horses/vehicles/civilians
//can have unique types, national socialists will attack zombies but national socialists will not attack other bots labeled national socialist
hName = "Keroro";//cannot contain spaces
hTickRate = 3000;
//Wander Options
hWander = 1;//Enables random walking
hSmoothWander = 1;//This is in addition to regular wander, makes them walk a bit longer, and a bit smoother
hReturnToSpawn = 1;//Returns to spawn when too far
hSpawnDist = 80;//Defines the distance bot can travel away from spawnbrick
hGridWander = 0;//Locks the bot to a grid, overwrites other settings
//Searching options
hSearch = 1;//Search for Players
hSearchRadius = 150;//in brick units
hSight = 1;//Require bot to see player before pursuing
hStrafe = 1;//Randomly strafe while following player
hSearchFOV = 0;//if enabled disables normal hSearch
hFOVRange = 0.7; // determines the angle we can see the player at, 0.7 is about normal fov for players, if 0 we can see all in front, if 1 we could only see someone perfectly ahead, can be negative
// hFOVRadius = 6; // no longer used, we now use searchRadius
hHearing = 2;//If it hears a player it'll look in the direction of the sound
hAlertOtherBots = 3;//Alerts other bots when he sees a player, or gets attacked
//Attack Options
hMelee = 0;//Melee
hAttackDamage = 15;//Melee Damage
hShoot = 1;
hWep = "";
hShootTimes = 5;//Number of times the bot will shoot between each tick
hMaxShootRange = 300;//The range in which the bot will shoot the player
hAvoidCloseRange = 2;//
hTooCloseRange = 7;//in brick units
//Misc options
hActivateDirection = 0; // 0 1 2, determines the direction you have to face the bot to activate him, both, front back
hMoveSlowdown = 0; // bool, determines wether the bot will slow down when following enemies
hAvoidObstacles = 1;
hSuperStacker = 0;//When enabled makes the bots stack a bit better, in other words, jumping on each others heads to get to a player
hSpazJump = 0;//Makes bot jump when the user their following is higher than them
hAFKOmeter = 1;//Determines how often the bot will wander or do other idle actions, higher it is the less often he does things
hIdle = 1;// Enables use of idle actions, actions which are done when the bot is not doing anything else
hIdleAnimation = 1;//Plays random animations/emotes, sit, click, love/hate/etc
hIdleLookAtOthers = 1;//Randomly looks at other players/bots when not doing anything else
hSpasticLook = 1;//Makes them look around their environment a bit more.
hEmote = 1;
};
datablock fxDTSBrickData (BrickKeroroBot_HoleSpawnData)
{
brickFile = "Add-ons/Bot_Hole/4xSpawn.blb";
category = "Special";
subCategory = "Holes";
uiName = "Keroro Hole";
iconName = "Add-Ons/Bot_Keroro/icon_keroro";
bricktype = 2;
cancover = 0;
orientationfix = 1;
indestructable = 1;
isBotHole = 1;
holeBot = "Keroro";
};
--- End quote ---
PhantOS:
The polygon issue is there because you named your nodes a bunch of stupid ass stuff. Use unhidenode
OfficerZach7551:
--- Quote from: PhantOS on February 20, 2018, 06:51:55 PM ---The polygon issue is there because you named your nodes a bunch of stupid ass stuff. Use unhidenode
--- End quote ---
but i dont know what loving function im supposed to put it in
PhantOS:
well looks like your bot will never ever be fixed. Sorry zach
OfficerZach7551:
is there an onbotspawn torquescript function? i cant just put it alongside the shapeconstructor function because that wont work.