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I'm trying to compile but i'm getting this error =*(
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Generating Code... |
I don't know the linux commands but the botai.cpp, botraids.cpp, botraids.h and petai.cpp need to be added to the project.
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I downloaded one of these kits posted here; Kits were made opyrus , I have the VS2008 one, never had any problems.
I copy pasted my source/zone, world, etc. from my Linux machine which has bot code, and it all still worked fine. Someone needs to sticky this thread, this install really works well. The only thing you have to keep in mind is not the change/overwrite the /source/server.sln that comes with the package. |
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Thanks angelox =) |
ok i found the problem i was having with groups not sticking after zoneing its in my bot code can anyone see if they can help me fix it? what happens is they zone and stay in group but it seems its clearing them from the database or the group itself.. then when they zone back into the zone it kills the group and everyone has to reform.
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void Client::Handle_OP_ZoneChange(const EQApplicationPacket *app) { so i cant just comment it out i have to fix it. any suggestions? |
If you have more than one PC in the group, the Bots should be invited last. Maybe that will help with the group issue.
The bots have been coded such that they cannot zone with you because it would crash the zone when I tried. It was easier for me to make it that way than to figure out how to make them zone with you. If you really want to make bots zone with you there's a ton of other zone/teleport/group teleport code that will need to be changed as well. I recommend living with this restriction. |
no thats not it.. i don't care if they zone or not.. the problem is this code is making it so when you zone.. with or without a bot. and your grouped. then your group breaks up. i think its removing you from the new group ids database and not adding you back with or without a bot.
example.. your in a group no bots and die.. your still in group but then you zone back to rejoin your group the group is disbanded and you have to reform.. i tried with all the bot code removed and the code for groups works add it back and it breaks.. remove this peace and it works but if you have bots it breaks the group soon as you zone. |
ok, thanks for clearing that up... try this and let me know if it works. Just replace the entire ifdef
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#ifdef EQBOTS |
ok that worked great.. now the bots leave group and group stays in tact now 1 more problem.. the player that owns the bots invites a player.. spawns bots and zones out and back bots gone group intact. so then i respawn the bots and try to invite them. says only leader can invite bots and kills them. but then i log on another char and try to invite them and it lets me..
so basically what happens is now the bots cant find the leader of the group even though the owner is still the group leader according to the game. any ideals? |
i fixed it i just removed the group leader check when inviting bots.. i don't care if anyone in group can invite them leader or not.. and it seems to e working now. but i would still like to see a fix to the problem in case i decide to put leader check back in or if anyone else needs it
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I fixed a few exploits on mine;
for players who make armies of Bots and invite them as they fight and loose bots; in command.cpp around line 8161; replace Code:
if(!strcasecmp(sep->arg[1], "group") && !strcasecmp(sep->arg[2], "add")) Code:
if(!strcasecmp(sep->arg[1], "group") && !strcasecmp(sep->arg[2], "add")) in command.cpp around line 8645; replace Code:
c->Message(15, "You must have created your raid and your group must be full before doing that!"); Code:
c->Message(15, "You must have created your raid and your group must be full before doing that!"); command.cpp, line 7202 replace; Code:
c->Message(15, "#bot update [target] - you must type that command once you gain a level."); Code:
c->Message(15, "#bot update You must zone or re-log to see updated Bot"); //Angelox: removed for exploit (doesn't work right anyways Code:
/* if(!strcasecmp(sep->arg[1], "update")) { |
wow nice fixes i did not even know that was doable but tested and yes that does kill players or npcs so thanks for that fix its in mine now.
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Tell me what you did to remove the group leader check. |
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