quote: Original post by Xgkkp
Could the Maximum length of the taunt be extended?
I may make this part of the debug flag as well. That''s the only reason I can see it useful.
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quote: Original post by Xgkkp
Could the Maximum length of the taunt be extended?
quote: Original post by LoneStranger
The only solution I can see for two log files is to randomly pick a number between 0 and 1000 to use as the filename, but then you don''t know who owns what log.
static HMODULE g_hModule;BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved ){ g_hModule = hinstDLL; return TRUE;}bool botClass::AttachToGame( ICore *core ){ char fileName[MAX_PATH]; char drive[_MAX_DRIVE], dir[_MAX_DIR], fname[_MAX_FNAME], ext[_MAX_EXT]; GetModuleFileName(g_hModule, fileName, sizeof(fileName)); _splitpath(fileName, drive, dir, fname, ext); strcpy(fileName, fname); strcat(fileName, ".log"); m_logFile = fopen(fileName, "w+");}void botClass::ReleaseInterface(){ if( m_logFile ) fclose(m_logFile); delete this;}
quote: Original post by Infinisearch
1.Could you add a function to the interface to return the time left in the match?
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2.Could you add a function to see if your fire hit the enemy or make the fire function return it? The gun is already line of sight, and it would be nice to estimate your opponents health. (To much to ask the same for gernades too?)
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3.Trees don''t really provide cover from bullets, are you going to/could you add pillars or anything that stops bullets? Using T2k''s generous keyboard routine it seemed that the bullets went around and through the tree and hit my opponent unless i was against the tree.
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4.What is the time limit for the update function? If it is in seconds, how fast a machine will the contest be run on?
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5.In the icore.h file I see this notice five parameters
virtual bool GetObjectsInSight(int objIdx, int &objectType, float &direction, float &distance, float &objDirection) = 0;
In the readme you get
Method: bool GetObjectsInSight(int objIdx, int &objectType, float &direction, float &distance);
only 4 parameters. There are two direction variables, am i missing something or is that a typo or from a correction you made to the interface? I haven''t used this function yet, so is it the first or second direction?
quote: Original post by LoneStranger
I think we could use a function that returns which slot the bot is in, either one or two.
This would be VERY helpful when creating log files. Instead of both bots fighting for the same log, you could open one for each.
The only solution I can see for two log files is to randomly pick a number between 0 and 1000 to use as the filename, but then you don''t know who owns what log.
£§
quote: Original post by Xgkkp
not so much a request, more a suggestion: Why not let the bots see corners as objects? that way with a bit of work the bot could find an alignment for the arena.
quote: Original post by Khawk
I'm not sure what you mean by slot.. if you mean player number, then it is exactly as defined in the gdarena.ini configuration file. The first bot defined there is player 1 (red), the second bot is player 2 (blue).
quote: Original post by flipper76108quote: Original post by LoneStranger
The only solution I can see for two log files is to randomly pick a number between 0 and 1000 to use as the filename, but then you don''t know who owns what log.
here''s what i''m doing for now. seems to work. don''t know if Kevin will allow it though.static HMODULE g_hModule;BOOL WINAPI DllMain( HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpvReserved ){ g_hModule = hinstDLL; return TRUE;}bool botClass::AttachToGame( ICore *core ){ char fileName[MAX_PATH]; char drive[_MAX_DRIVE], dir[_MAX_DIR], fname[_MAX_FNAME], ext[_MAX_EXT]; GetModuleFileName(g_hModule, fileName, sizeof(fileName)); _splitpath(fileName, drive, dir, fname, ext); strcpy(fileName, fname); strcat(fileName, ".log"); m_logFile = fopen(fileName, "w+");}void botClass::ReleaseInterface(){ if( m_logFile ) fclose(m_logFile); delete this;}
(sorry about the C runtime stuff, i don''t know C++ that well yet)