I don't seem to get any sign that this is working...
one question: how could I display a variable to the screen. I'm trying with this
radius but, I can only get the memory address output. What should I put to get the
actual value of the variable output ?
thx
Search found 8 matches
- Thu Feb 07, 2008 11:23 am
- Forum: Programming Discussion
- Topic: Q3 -changing the bot view angle
- Replies: 13
- Views: 6008
- Mon Feb 04, 2008 12:29 pm
- Forum: Programming Discussion
- Topic: Q3 -changing the bot view angle
- Replies: 13
- Views: 6008
Re: Q3 -changing the bot view angle
That's right, it's a plugged-in function sitting in the g_utils.c file in the Game project and the code is originally from the book "Mod programming in quake III arena" (by Shawn Holmes), here it goes: gentity_t *findradius (gentity_t *from, vec3_t org, float rad) { vec3_t eorg; int j; if ...
- Sun Feb 03, 2008 4:14 pm
- Forum: Programming Discussion
- Topic: Q3 -changing the bot view angle
- Replies: 13
- Views: 6008
Re: Q3 -changing the bot view angle
:olo: oh, yes I'm sure of that, but if we think that it has been written quite a long time ago, I will just lay back refactoring. Ok, I tried changing the InFieldOFView to always see 360. I think its working. Now for my next step I added the following to the "findEnemy" function, but don't...
- Sat Feb 02, 2008 11:13 pm
- Forum: Programming Discussion
- Topic: Q3 -changing the bot view angle
- Replies: 13
- Views: 6008
Re: Q3 -changing the bot view angle
Ok, I'm trying to change the "fov" for the bots, but don't seem to be that simple. The only logical place I see to add this "view feature" (board topic) is in the ai_dmq3.c file within the "BotFindEnemy" function, but there's no "fov" here. The only thing that...
- Fri Feb 01, 2008 11:26 pm
- Forum: Programming Discussion
- Topic: Q3 -changing the bot view angle
- Replies: 13
- Views: 6008
Re: Q3 -changing the bot view angle
Excellent! I'll try it out and hope it works.
Thanks

- Fri Feb 01, 2008 5:15 pm
- Forum: Programming Discussion
- Topic: Q3 -changing the bot view angle
- Replies: 13
- Views: 6008
Re: Q3 -changing the bot view angle
Hm, sounds feasible, but wouldn't that just switch (upon some detection) to a specific angle, or not? I may have something confused here... Or should I be thinking at a "line" angle pointing strait to a direction the bot detects a player (around the 360 deg.), that way setting specific ang...
- Thu Jan 31, 2008 9:01 pm
- Forum: Programming Discussion
- Topic: Q3 -changing the bot view angle
- Replies: 13
- Views: 6008
Re: Q3 -changing the bot view angle
Ok, The bot normally has a view angle of 90 degrees for detecting enemies, right? I'm trying to make the non-view-angle (outside the 90 deg.) to be like a special "detection area" that the bot will use with specific fuzzy rules (events) to act upon when an enemy moves within this non-viewa...
- Thu Jan 31, 2008 10:37 am
- Forum: Programming Discussion
- Topic: Q3 -changing the bot view angle
- Replies: 13
- Views: 6008
Q3 -changing the bot view angle
Hi, I'm trying to change the way a bot views in quake 3. I'm not sure whether the code I'm fiddling with is the right stuff. ai_dmq3.c has a function to find an enemy and is also where some code is set for the bot viewing area (to see an enemy). Does anyone know how to change this, because it seems ...