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Posted: Thu Sep 29, 2005 9:21 am Post subject: 1v1 Dueling (mav's) |
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I know mav made a duel bot; but the ini is so fucking confusing! Can someone explain the layout to me in better detail than his?
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Agurus Server Help Squatter

Age:39 Gender: Joined: May 05 2004 Posts: 353 Location: SSCI Halo Offline
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Posted: Tue Oct 04, 2005 11:23 am Post subject: |
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Quote: |
duel.dll build 1
Warnings:
If you decide to let the bot manage doors to indicate locked duel
boxes (recommended), the bot REQUIRES SYSOP.
About:
Hosts 1v1 duels. Players cannot interfere with duels.
Resets ships in safety zones.
Does not require players to learn bot !commands.
Does not keep score. Players decide how scores work,
when kills are disqualified, etc.
Installation:
Copy duel.dll and duel.ini to your MERVBot folder.
In spawns.txt, use duel.dll instead of blank.
In arena settings:
[+] optional: have the server allocate one player per team.
Why?
Because duels are 1v1, there is no reason to have teams.
[+] optional: disallow player attaching.
Why?
Players could otherwise jump into another pair's duel.
If you want to allow players to duel as turrets, skip this step.
{+} Make players spawn directly in the center.
Why?
There can be only one portal gate for each duel box, so the gates
should be centrally located. Ergo, the players should also be
centrally located, so they can easily get to the gates.
A safety zone in the center would be a good idea.
In the map:
{+} Create one portal gate for each duel box. Each gate should use a different
door tile type. The gates should be rectangular, and labelled with the name
of the duel box they connect to. They should be outside of the duel boxes.
Why?
When players enter a gate, they are warped to the associated duel box.
If the duel box is full, the gate's door tiles will be illuminated.
The gate area is rectangular, so the door tiles should be the same shape.
Labels are important so players can call others to their box.
NOTE: Only one gate for each duel box is allowed, DO NOT set up your
duel.ini such that more than one entry links to the same place.
{+} Create your duel boxes. They must be generally rectangular in shape.
Place them far from the central respawn area.
Why?
This is a limitation of the bot, which is unlikely to change.
Rectangles are a convenient way to describe the structures in duel.ini
{+} Boxes are enclosed. There should be no way to fly out of each duel box.
Why?
If a player is outside of a duel box, the box is re-opened for other players.
{+} Put at least a 3x3 square of safety tile under where you want players to
be transported when they enter the box. Create two of these regions
and place them at opposite ends of the duel box, preferably in corners.
Why?
Players could be spawn-killed easily without these areas.
They'll be warped to these drop points when they enter a portal gate.
Testing indicates that players prefer drop points to be located in box
corners, though this is not necessary.
In duel.ini:
1) Delete the example lines starting with #=.
For each duel box:
2) Create a line starting with the door tile value.
How to get the door tile value?
The door tile value can be found in SSME by clicking the dropper
tool and clicking a door tile used by one of the portal gates.
In the "Tileset" window, the appropriate door tile will be
selected. The number of tiles from the selected tile and the
first door tile is the number you should start with. This
number should be in the range of 0 to 7.
3) Press '=' and type the x y coordinates of the upper left tile in
the portal gate. Then type the x y coordinates of the lower right
tile in the portal gate. Separate each coordinate by white space.
Example:
#=x y x y
0=100 120 150 170
4) Type the x y coordinates of the first and second drop points.
These are the areas where players are dropped in the duel box.
Again, separate with white space.
Example:
#=x y x y x y x y
0=100 120 150 170 110 130 140 160
5) Type the x y coordinates of the upper left bound of the duel box.
Then type the x y coordinates of the lower right bound of the duel box.
You should go slightly outside of the actual bounds of the duel box,
because laggers may drift outside the box in the bot's eyes.
6) Type the name of the duel box. Ideally this would include
a name, a direction in which to find its portal, and an informal name.
Example:
0= ... 1 North - Bumpy Box
7) Repeat from #2 for each duel box.
Now you are ready to use the bot!
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That is so damn detailed; You should upload a sample map or something _________________ X-SSCI Halo CTF Administrator
"I used to do drugs. I still do, but I used to, too."
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Cyan~Fire I'll count you!

Age:37 Gender: Joined: Jul 14 2003 Posts: 4608 Location: A Dream Offline
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Posted: Tue Oct 04, 2005 3:27 pm Post subject: |
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It's not that hard.
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Donkano Server Help Squatter
Gender: Joined: Jul 02 2003 Posts: 763 Offline
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Guest
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Posted: Tue Oct 04, 2005 7:12 pm Post subject: |
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what do you put in for the BOX= part? Can some a sample map or something
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Solid_Fire Server Help Squatter

Age:35 Gender: Joined: Dec 22 2004 Posts: 327 Location: NV. Dont stalk me..plz.. Offline
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Sun Oct 09, 2005 3:56 am Post subject: |
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<warp box coords> <spawn position player 1 inside duel box> <spawn position player 2 inside duel box> <duel box top left coord> <duel box bottom right coord> <Duel box name>
The <warp box coords> are like the set of coords you posted; 510 489 513 493. The rest of the coordinates you need to enter are described above.
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Solid_Fire Server Help Squatter

Age:35 Gender: Joined: Dec 22 2004 Posts: 327 Location: NV. Dont stalk me..plz.. Offline
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Posted: Sun Oct 09, 2005 3:57 am Post subject: |
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Oh ok, thank you mav, Appreciate it I Just got a little confused. It happens.
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Sun Oct 09, 2005 3:58 am Post subject: |
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No problem, good luck with it.
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Solid_Fire Server Help Squatter

Age:35 Gender: Joined: Dec 22 2004 Posts: 327 Location: NV. Dont stalk me..plz.. Offline
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Posted: Sun Oct 09, 2005 9:24 pm Post subject: |
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Hmm, it seems that when i try and go into the box, it doesnt warp me any where....does there need to be some kind of "Warp Tile" or something..i think im missing something...i'v got the warp box coords setup and stuff :/..so much thinking my it hurts.
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Posted: Mon Oct 10, 2005 4:33 am Post subject: |
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Copy/Paste your .ini and your map (or PM it) so I can check it for errors.
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Solid_Fire Server Help Squatter

Age:35 Gender: Joined: Dec 22 2004 Posts: 327 Location: NV. Dont stalk me..plz.. Offline
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Maverick

Age:40 Gender: Joined: Feb 26 2005 Posts: 1521 Location: The Netherlands Offline
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Solid_Fire Server Help Squatter

Age:35 Gender: Joined: Dec 22 2004 Posts: 327 Location: NV. Dont stalk me..plz.. Offline
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Posted: Thu Oct 13, 2005 6:52 pm Post subject: |
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Ohh ok, thank you. I'll remember that next time. Appreciate the help mav .
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