Mircea Kitsune [Sun, 3 Oct 2010 18:39:14 +0000 (21:39 +0300)]
Fix a very rare and major issue that took place if someone killtarget'ed a func_bobbing on a map (not something you commonly do but I found a way to fix it). Issue description:
Make a map and place a func_bobbing on it, a trigger_multiple that killtarget's the func_bobbing, and the hook gun pickup somewhere. Get the hook gun in that map and shoot at the walls with it (make sure the map is large enough so the hook flies for at least one second before hitting a wall). The hook will behave normally. Now trigger the trigger_multiple and watch it make the func_bobbing disappear like it should. However, from this point on, shooting the hook gun will cause the hook to change direction in the air and go toward origin '0 0 0' half of the time you shoot it.
This seems to be because the func_bobbing's controller (that moves it up and down) attaches to the hook projectile if the func_bobbing is killed, for an unknown reason (likely happens with other projectiles too). So I added a check that makes it only change the velocity of func_bobbing as long as its classname corresponds. That way, if someone makes a map where they want to killtarget a func_bobbing for whatever reason, that won't brake projectiles.
Mircea Kitsune [Sun, 3 Oct 2010 11:30:28 +0000 (14:30 +0300)]
Botclip CTF flags and Keyhunt keys too. Or if the key / flag gets dropped through a botclip, bots may not reach them an continue the game on some maps.
Mircea Kitsune [Sun, 3 Oct 2010 11:18:12 +0000 (14:18 +0300)]
Implement botclip common shader. Bot clips can now be used to block bots from specific areas of a map. The common shader should be restored with this change too.
Jakob MG [Tue, 28 Sep 2010 19:08:28 +0000 (21:08 +0200)]
Make relay_activate and co work for thise ents:
trigger_hurt
trigger_heal
trigger_impulse
trigger_push
func_rotating
func_bobbing
func_button
func_fourier
func_vectormamamam
trigger_teleport
New armor pickup model (dont forget to change code to use sane names) also textures are way too big, someone have to lower res them to something that will be more appropriate.
Bring some accuracy on the fps counter:
- Get the time with gettime(GETTIME_REALTIME) because for some reason the vars time and frametime are not accurate (frametime and (time - time of previous frame) are always > 0.1) and because otherwise fps depend on slowmo value
- Fix inaccurate fps at low hud_panel_engineinfo_framecounter_time values and default this cvar to 0.1 instead of 1 for both fast update and good reading
Block the bots during the countdown to game start in general warmup mode (with g_warmup and sv_ready_restart_after_countdown enabled)
Keep doing the last movement until the game starts as they do currently (for example keep running against a wall) just sucks.
Mircea Kitsune [Thu, 23 Sep 2010 16:14:53 +0000 (19:14 +0300)]
Fix a bug from Nexuiz that would cause a bot's team overrider to be ignored in Clan Arena between rounds (the bot would be assigned to the smallest team after the first round, regardless of his team overrider).
Other minor fixes of bot_vs_human:
- Always check for available teams before reading bot_vs_human value, as it works only in games with 2 teams
- Do not read bot_join_empty and minplayers cvars when bot_vs_human is active, they are incompatible with it
- disable team nagger when bot_vs_human is active
Mircea Kitsune [Wed, 15 Sep 2010 13:19:13 +0000 (16:19 +0300)]
Allow forcing the player to a given team in campaign mode. Useful for story based campaigns where you might want the player to play only in team X.
No, bot_vs_human can't replace this iirc. For one thing, bot_vs_human is useless if you have more than 2 teams. Also, bot_vs_human can only force the player in team X while forcing bots in the other team (so you can't put the player to the team you want without braking bot balance).
Rudolf Polzer [Wed, 8 Sep 2010 10:33:38 +0000 (12:33 +0200)]
change respawn logic to only use the -1 "hidden totally, currently inactive" mode for picked up items with respawntime -1. This makes sure the item will come back e.g. on assault round end, but still is gone entirely.