DeadlySoldier!! Posted November 5, 2003 Report Posted November 5, 2003 Well im making a Football bot that marks where the next down is.. (every 10 yards) So, the team gets the next down, now i have to make the down 10 yards down. So, i type !dline The problem is, there would already be a line object turned on, and i dont want 2 turned on at the same time cuz thats gay There should be a way to turn off all of the objects currently turned on. If not, how can i make the bot turn off the last object turned on?
Yupa Posted November 5, 2003 Report Posted November 5, 2003 hrmmm, if you don't have too many frikkin' objects, you could just have the bot send *objset -1, -2, -3, -4, -5, etc until it covers all the possible numbers - then have it turn on what you want
Mr Ekted Posted November 5, 2003 Report Posted November 5, 2003 If you have a line object at every 1 yard increment, and they are objects numbered say 100-200, then just do something like: *objset +147,-137, to turn on 147 and off 137. Note that the plus and the trailing comma are necessary. This implies that you need to remember all objects that are on. I have proposed a system of object groups within the LVZ so that you could turn on any one object and all the rest go off automatically (client side). This would solve a common problem in arenas that have extensive use of 0-9 digits for scoreboards and other data. But Priit was not interested at the time.
DeadlySoldier!! Posted November 5, 2003 Author Report Posted November 5, 2003 yes well um the bot controls this and how is the bot going to know the previous *objon number?
DeadlySoldier!! Posted November 6, 2003 Author Report Posted November 6, 2003 well i could just make another command to turn them off but omg it would take forever for me to do that
Mr Ekted Posted November 6, 2003 Report Posted November 6, 2003 You can't make a bot of any complexity without some sort of state. The new statbox bot for PB has to keep state for over 100 digits all over the screen, and *objset commands need multiple lines.
Yupa Posted November 6, 2003 Report Posted November 6, 2003 yes well um the bot controls this and how is the bot going to know the previous *objon number? ...did you even bother to read my post up there? Read it :roll:
»Dustpuppy Posted November 6, 2003 Report Posted November 6, 2003 Surely the whole thing should be automated anyway, there shouldn't be any commands involved.In any case, just store the object number of the yard line you turned on. When you want to change to another one, objoff the stored ID, objon the new ID and store it.If that's too complicated you could use Akai's method. But I think Merv keeps an array of objects along with whether they are enabled or disabled, so you could just disable the necessary ones.
DeadlySoldier!! Posted November 6, 2003 Author Report Posted November 6, 2003 hrmmm, if you don't have too many frikkin' objects, you could just have the bot send *objset -1, -2, -3, -4, -5, etc until it covers all the possible numbers - then have it turn on what you want im going to have 100 objects just for yard lines but i guess i could do that
Mr Ekted Posted November 6, 2003 Report Posted November 6, 2003 There is a packet to move objects also, but there's no text command for it, so the bot has to send a binary packet for it. Does MERV support this?
Dr Brain Posted November 6, 2003 Report Posted November 6, 2003 Yes, I think catid added it in the very latest MERV build.
»Dustpuppy Posted November 7, 2003 Report Posted November 7, 2003 I think it's in the latest, but at the moment it's pre-release, so it may not be stable. If it was usable however, I suppose you could just move the line graphic to the appropriate position (as I'm sure Ekted was getting at)
DeadlySoldier!! Posted November 8, 2003 Author Report Posted November 8, 2003 hrmmm, if you don't have too many frikkin' objects, you could just have the bot send *objset -1, -2, -3, -4, -5, etc until it covers all the possible numbers - then have it turn on what you want wait wait, does the bot have a character limit for when its sending a message too?
Mr Ekted Posted November 8, 2003 Report Posted November 8, 2003 Yes, it's something like 240 characters of text, including any command name and the *
Dr Brain Posted November 8, 2003 Report Posted November 8, 2003 Yes, it's something like 240 characters of text, including any command name and the *249
Mr Ekted Posted November 8, 2003 Report Posted November 8, 2003 Thanks. You saved me the trouble of actually opening my IDE.
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