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[DEV] G2O Bot module
#51
Timer won't work. Someone must change callFunc functions in module (add reliability).
Wilk Morski Klanu Espadre
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#52
Why the module resetting position of my bot when he is in other position than he was created?

I am running an animation like run, and 3 seconds later the bot is in the main position from CreateBot function Sad
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#53
Because client side of script is outdated. Script doesn't update NPC position and Sative is the only one who can repair this module.
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#54
I could fix it, but I need source.
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#55
Bimbol/Sative, can you synchronise PlayAnimation function with coordinates of bot?

For example when my bot is running to kill me, server should know position x,y,z of bot at this moment.
I think that is the best idea to create fully movable bots.
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#56
For now bots isn't integrated with multiplayer engine Smile
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#57
(20.11.2016, 00:05)Mattwell Wrote: Bimbol/Sative, can you synchronise PlayAnimation function with coordinates of bot?

For example when my bot is running to kill me, server should know position x,y,z of bot at this moment.
I think that is the best idea to create fully movable bots.

That's pretty much what the "secret_gimmeBotPos"-function does (or did rather). You would pass it the id of a player and the id of a bot and it would then take the position the given bot has on the given client and synch it with the server. It doesn't seem to work anymore though.
It's defined in the module somewhere and is already called from G2O_CBot.nut::update(). There's no real need to look up the call though - it's broken, which is why the bots' positions aren't synchronized with dev8 even if you manually implement ticks.
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#58
Updated version for dev8.

20.11.2016, 22:20 Small bug fix
20.11.2016, 22:31 Fixed bot damage
https://mega.nz/#!SUgRDIAA!HgTEr0ErE-yKN...dgaWRyeBrY
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#59
Nubzior, have you fixed secret_gimmeBotPos ?
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#60
I forgot about small bug, redownload module, updated link is in my previous post.
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