![]() Put em out of their stupidness.Īs a rule you generally want performance over graphics in multiplayer games anyway, and throwing in CPU eating bots means you may want to consider dropping details down a bit. ![]() High special effects and shadows off, dropping down resolutionĪs well as experimenting with how many bots your system can comfortably handle. ![]() IMPORTANT: Make sure your Doom 3 installation has been updated to version 1.3. If you have a previous version of SABot delete or rename the folder before installing this version.ġ. Installation: Create a folder inside the Doom 3 folder called 'sabot' or 'sabot-roe' for ROE version and unzip the files into it. To add a bot bring down the console (via the CTRL-ALT-TILDE (~) keys) and type: Start a new multiplayer deathmatch server Run the batch file 'Load Sabot' in the sabot folder. Note: addbot command works like the spawn command, eg accepts key/value pairs. Tip: Typing addbot bot_ will give you a list of bot defs. If gametype has teams you can specify the bots team with the key/value 'team':īots aim accuracy or 'drunkenness factor' can be set when bot is added with the key/value 'aim_accuracy', higher value = less accurate. You can slow down bots aim a bit with key/value 'aim_rate' default is 0.5 with less being slower. Some of the above setting are in their own character def files, the can be added with: Range Īddbot bot_sabot aim_accuracy 3 aim_rate 0.4īots colour can be set with key/value: mp_skin n, n being number 0-5 - Puke, Red, Blue, Green, Yellow.īot name can be set with the key/value: npc_name nameofbot. Have a look at the file sabot/def/bot_sabot_f for the examples.Ĭompiling AAS Files: The AI in Doom 3 relies on it's own map of the level you are playing on. Chances are most multiplayer maps weren't created with this in mind but you can force the engine to compile them. They'll be rough, but will work for the most part. You'll only have to do this once for each map that doesn't have them. Where mapname is the name of the custom map.Īdd the resulting aas (in the maps folder) to a pk4 file following the same folder structure as the custom map usually 'maps/game/mp/' ). The aas compiler takes into account brush geometry but not patches or func_statics. You must block these out with a brush textured with common/monsterclip. You can mail tinman_squad at hotmail dot com See the doom3 single player maps for examples.Īlso make sure the file aas.def in the sabot pak000.pk4 is loaded with your editor, this means either putting the file in base/def or loading the editor with the sabot folder set as fs_game. Or visit the thread at the planetdoom forums:ĭistribute as you will, just keep the zip unmodified.
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