Answered How do I spawn a bot at a specific spot on a map

CoD_Modern_Gamer

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How do I spawn a bot at a specific spot on a map (with godmode).
Is it possible to make the bot not count as a player, if not its ok (must be able to use the melee lounge on the bot)
Is there a way to rename the bot as well?
Whould be nice if I could delete the bot too.
And is there a way to make players not collide?
EDIT:The bot must not be able to move!
 
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CabCon

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How do I spawn a bot at a specific spot on a map (with godmode).
Is it possible to make the bot not count as a player, if not its ok (must be able to use the melee lounge on the bot)
Is there a way to rename the bot as well?
Whould be nice if I could delete the bot too.
And is there a way to make players not collide?
EDIT:The bot must not be able to move!
So you're looking for a script which just spawns a bot to a position? :smile:
 
S

SeriousHD-

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How do I spawn a bot at a specific spot on a map (with godmode).
Is it possible to make the bot not count as a player, if not its ok (must be able to use the melee lounge on the bot)
Is there a way to rename the bot as well?
Whould be nice if I could delete the bot too.
And is there a way to make players not collide?
EDIT:The bot must not be able to move!
So basically you want a clone with health?

guy = self clonePlayer(1);
guy.maxhealth = 100;
guy.health = 100;
guy.team = (self.team == "allies") ? "axis" : self.team;
guy SetCanDamage(1);
guy EnableAimAssist();
guy NotSolid();
guy setphysparams( 0, 0, 0);
 

CabCon

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Yes, that was the plan.
With this function you can teleport all bots to one position:
Code:
function func_teleportBots(origin = self.origin)
{
    players = GetPlayers();

    foreach( player in players )
    {
        if ( !player IsTestClient() )
        {
            continue;
        }

        player SetOrigin(origin);
        
    }
}
 

CoD_Modern_Gamer

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So basically you want a clone with health?

guy = self clonePlayer(1);
guy.maxhealth = 100;
guy.health = 100;
guy.team = (self.team == "allies") ? "axis" : self.team;
guy SetCanDamage(1);
guy EnableAimAssist();
guy NotSolid();
guy setphysparams( 0, 0, 0);

Im getting this error when linking the mod:

^1 guy.team = (self.team == "allies") ?
^1------------------------------------^
^1ERR(0) scripts/mp/gametypes/_clientids.gsc (264,37) in "func_dummy()" : syntax error, unexpected TOKEN_CONDITIONAL, expecting TOKEN_SEMICOLON : guy.team = (self.team == "allies") ?
 
S

SeriousHD-

Guest
Im getting this error when linking the mod:

^1 guy.team = (self.team == "allies") ?
^1------------------------------------^
^1ERR(0) scripts/mp/gametypes/_clientids.gsc (264,37) in "func_dummy()" : syntax error, unexpected TOKEN_CONDITIONAL, expecting TOKEN_SEMICOLON : guy.team = (self.team == "allies") ?
Oh its black ops 3 ****. Um try this instead of that whole line:

guy.team = "allies";
if(guy.team == self.team)
guy.team = "axis";
 

CoD_Modern_Gamer

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Oh its black ops 3 ****. Um try this instead of that whole line:

guy.team = "allies";
if(guy.team == self.team)
guy.team = "axis";

Got this error now:
bo3error.PNG
 

CoD_Modern_Gamer

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Use this to create a clone in black ops 3:
Code:
#using scripts\shared\util_shared;

//function
self util::spawn_player_clone( self );

Ok I think I need to clarify something first.
I want the clone/bot to: Not move, Not collide,Have god mode, be an enemy so I can use him as a dummy I can melee so I start flying.
Im trying to make it easier to do the melee lounge glitch alone.
Here is a link to the first video I could find that shows what my plan was:

EDIT: If there is a way to make the bot not take damage from melee attacks then I could also use it as a trickshot dummy.
 

CabCon

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Ok I think I need to clarify something first.
I want the clone/bot to: Not move, Not collide,Have god mode, be an enemy so I can use him as a dummy I can melee so I start flying.
Im trying to make it easier to do the melee lounge glitch alone.
Here is a link to the first video I could find that shows what my plan was:

EDIT: If there is a way to make the bot not take damage from melee attacks then I could also use it as a trickshot dummy.
Ok, thank you. I will take a look into this when I'm at home and update you as fast as possible :peace:
 

CoD_Modern_Gamer

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Ok, thank you. I will take a look into this when I'm at home and update you as fast as possible :peace:
Thanks for the help, both of you!
I made it work by combining some of SeriousHD-'s and your code and here is the result that worked:
Code:
function func_dummy()
{
    guy = self util::spawn_player_clone( self );
    guy EnableAimAssist();
}
 

CoD_Modern_Gamer

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Yeah it isnt an internal in bo3 :/. I dunno, use mod tool docs and find the clone function
Thanks for reminding me about the mod tools docs. I forgot they existed. :tonguewink:
Btw I got it to work by combining CabCon and your code.
Look at the reply I sent to CabCon if you want to see the result that worked!
 

CoD_Modern_Gamer

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Ok, thank you. I will take a look into this when I'm at home and update you as fast as possible :peace:
Ohh I almost forgot, How do I make the clones spawn in the spot I want them to without standing there.
Is there a way delete them? And how to put an icon above the head of the clones I make so they are easy to find?
And I tried to put an animation on the clones I spawn but got an error about the anim was uninitialized local variable, and I tried to look for the #something that I needed to initialize it with, but I could only find #precache and that seems to not precache anims. :disappointed: If you know, well you do since you have that mod menu with those clone animations, It whould be nice if you could tell me. :grinning:
 

CabCon

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Ohh I almost forgot, How do I make the clones spawn in the spot I want them to without standing there.
Is there a way delete them? And how to put an icon above the head of the clones I make so they are easy to find?
And I tried to put an animation on the clones I spawn but got an error about the anim was uninitialized local variable, and I tried to look for the #something that I needed to initialize it with, but I could only find #precache and that seems to not precache anims. :disappointed: If you know, well you do since you have that mod menu with those clone animations, It whould be nice if you could tell me. :grinning:
Hi, unfortunately I don't have much time at the moment I can not code this for you, but I will try to answer your question as best as possible for now (don't got a pc at the moment):

Is there a way delete them?
Code:
function func_clonePlayer_delete()
{
    //You need to spawn a clone first
    self.gamevars["Clone"] = player util::spawn_player_clone( player, "t7_loot_gesture_goodgame_salute" );
  
    //Than you can delete it with that:
    self.gamevars["Clone"] delete();
    self.gamevars["Clone"] = undefined;
}

And how to put an icon above the head of the clones I make so they are easy to find?
Create a text at the origin of the clone. (use z)

And I tried to put an animation on the clones I spawn but got an error about the anim was uninitialized local variable, and I tried to look for the #something that I needed to initialize it with, but I could only find #precache and that seems to not precache anims. :disappointed:

Use this function:
Code:
function func_clonePlayer_playAnimation(animname)
{
    if(!isDefined(self.gamevars["Clone"]))
        return;
    self.gamevars["Clone"] AnimScripted( "clone_anim", self.gamevars["Clone"].origin, self.gamevars["Clone"].angles, animname );
}

animname-list:
Use just the first phrase, example: t7_loot_gesture_boast_disconnected
Code:
self func_clonePlayer_playAnimation("t7_loot_gesture_boast_disconnected");
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I didn't precached everything special for the anims. :peace:


Best regards and wishes,
CabCon :peace:
 
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