03-09-2017, 08:45 AM
(03-08-2017, 08:29 PM)Quartofel Wrote: Overlord BotThe concept of using a CBOT script to contol a level is not new. We call this a LevelController script, but some people still use the old temporary name GhostBot. The level files even have an LevelController command which creates an invisible object (but after some refactoring it will likely have no assockated object at all). The only problem is, as you noticed, CBOT is missing many functions for doing anything advanced with it.
(03-08-2017, 08:29 PM)Quartofel Wrote:Unfortunately, no. But allowing produce() to specify other object parameters is something that has been on my TODO list for quite a while.
- Is it possible to produce(); damaged and powered vehicle?
(03-08-2017, 08:29 PM)Quartofel Wrote:You can try ../program/ProgName.txt for public saved programs, but I can't promise that works because I never tried it.
- Is it possible to produce(); vehicle with loaded and running user's program without necessity to paste it earlier in predefined directory? (i.e. Save program as public and run it at respawn.
(03-08-2017, 08:29 PM)Quartofel Wrote:No, see the point about expanding produce() parametrs.
- Is it possible for neutral bot to spawn teamed bot?
(03-08-2017, 08:29 PM)Quartofel Wrote: Also, I'd appreciate if someone passed me knowledge on how to dynamically keep track on bots, specially their ammount.Try sizeof(radarall(PracticeBot)); (also works with other radar parameters for team selection)
Keep in mind this is untested, and radarall is quite a new addition to CBOT.