From: divVerent Date: Sat, 21 Jan 2012 12:42:00 +0000 (+0000) Subject: (Commit created by redmine exporter script from page "Xonotic_Bot_Orchestra" version 11) X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=cb06e89ba8e82003b16a40987ccc76cbca5c4f24;p=xonotic%2Fxonotic.wiki.git (Commit created by redmine exporter script from page "Xonotic_Bot_Orchestra" version 11) --- diff --git a/Xonotic_Bot_Orchestra.textile b/Xonotic_Bot_Orchestra.textile index 0a3733a..433eacf 100644 --- a/Xonotic_Bot_Orchestra.textile +++ b/Xonotic_Bot_Orchestra.textile @@ -18,7 +18,7 @@ To do a bot orchestra performance, a "stage" map for the orchestra is required. * 4 target_position entities called tNoSteps1 to tNoSteps4 for jetpack bots so they don't make an unwanted landing sound * info_player_deathmatch spawnpoints with "restriction" "1" for where bots are to spawn * info_player_deathmatch spawnpoints with "restriction" "2" for where humans are to spawn -* you probably want to make it so the tUba bots can't leave their area using various means; see the opera map for a quite safe approach involving a "shootable" trigger +* you probably want to make it so the tUba bots can't leave their area using various means; see the opera map for a quite safe approach involving a "shootable" trigger, but you could also make a pit you can fall into but not get out, or a teleport, or similar tricks to keep them enclosed. * also you may want to look at opera's mapinfo settings: it sets _independent_players 1 and bot_navigation_ignoreplayers 1 to help bot navigation. If you can get it to work without these hacks, it'd be better though. In the following example, we will use the map _opera_ by Morphed for the orchestra. You can find it in the branch _divVerent/opera-by-morphed_.