From ab27f5362a7deaa8df9f780b8e1d143a08d385e9 Mon Sep 17 00:00:00 2001 From: divVerent Date: Sat, 21 Jan 2012 12:42:00 +0000 Subject: [PATCH] (Commit created by redmine exporter script from page "Xonotic_Bot_Orchestra" version 10) --- Xonotic_Bot_Orchestra.textile | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Xonotic_Bot_Orchestra.textile b/Xonotic_Bot_Orchestra.textile index 5a68aac..0a3733a 100644 --- a/Xonotic_Bot_Orchestra.textile +++ b/Xonotic_Bot_Orchestra.textile @@ -18,6 +18,8 @@ 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 +* 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_. -- 2.39.2