Haloween map project CS:S
- Deski
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- AlphaKennyOne
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- MrBlip
- It was inevitable.
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I actually remember seeing this one thing in the nav_ commands. It adds a spot that the bots make their objective, like they want to goto that spot. I can't remember what it is called, but it looks like a wire frame pyramid.
Edit: never mind. I found it and read it again, realized I was wrong. The command was nav_mark_walkable or something like it. I thought it would make the bots want to go there because it said something about a seed location (which I obviously don't know what it means).
Edit: never mind. I found it and read it again, realized I was wrong. The command was nav_mark_walkable or something like it. I thought it would make the bots want to go there because it said something about a seed location (which I obviously don't know what it means).
9:18 PM - mrblip: im allowed to have my own opinions
9:19 PM - Dr. Doctorpus: no youre not
9:19 PM - Dr. Doctorpus: no youre not
- NIPPER
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- AlphaKennyOne
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- VOIP
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A 'seed' generally refers to a helper variable the user/techi/server-admin/programmer fills in to help the computer do some sort of automation.MrBlip wrote:I thought it would make the bots want to go there because it said something about a seed location (which I obviously don't know what it means).
In this case you are telling the ai that you really can walk at this one location, the ai will then reconsider the area around that position. I think its best to think of the seed as more of a helper than a definite override; it may still reject your advice.
When generating random numbers you would usually seed the random number generator with the current time to ensure that the same random numbers are not generated each time the program is started. In cryptography you would seed the random number generator with all sorts different information to help ensure that an adversary can not predict the random numbers that will be generated.
http://en.wikipedia.org/wiki/Random_seed
(my memory is sort of fuzzy here) When mapping in tribes 2 a mapper defined seed would be used to generate different terrain structures. (random number generation)
- AlphaKennyOne
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- Dr.Boo
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- NIPPER
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- Dr.Boo
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You should get it tonight.NIPPER wrote: Dr.Boo (should be done soon?)
EDIT:
- looping ambient sounds fixed
- window in secret room fixed
- wood textures now sound like wood when stepped upon (except the wood of the moving part of the merry-go-round)
- walkable doors are now much thinner
- the cone at the merry-go-round is removed and replaces by a non-moving platform to plant the bomb on. The bomb can no longer be planted on the moving part
Left to do, is to bspzip all this shit
- Deski
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- Dr.Boo
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Okay now I bspzipped the textures in it too.
The final version is ready (Ill have to release the .nav later tho) It's 10 meg, but I guess that's normal.
Here it is:
http://users.pandora.be/b222004/csmaps/ ... e_s_v2.zip
The final version is ready (Ill have to release the .nav later tho) It's 10 meg, but I guess that's normal.
Here it is:
http://users.pandora.be/b222004/csmaps/ ... e_s_v2.zip