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Tm Baw and Duel Bot

 
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METHODZ
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PostPosted: Wed Oct 15, 2003 9:25 pm    Post subject: Tm Baw and Duel Bot Reply to topic Reply with quote

You have to set X, Y coords and i dont understant by the way they ask

Code: Show/Hide
[Warp0]
#    ^------- Up to 256 warps

FromX1=20
FromY1=20
#^^^^^^^^---- Topleft corner of warp area

FromX2=30
FromY2=50
#^^^^^^^^---- Bottomright corner of warp area

ToX=512
ToY=512

Ship=-1
#    ^------- Ship to warp. -1 = any

Freq=-1
#    ^------- Freq to warp. -1 = any, -2 = any public, -3 = any private

# Macros you can use:
#   %name%   - Name of player
#   %points% - Points of player
#   %squad%  - Squad of player
#   %freq1%  - Freq of player. "(Private freq)" said if private
#   %freq2%  - Freq of player. Private freqs are said

PubAction0=
#        ^--- Up to 10 actions

PrivAction0=
#        ^--- Up to 10 actions








((And then the duel bot))









// Duel boxes should have no exits and fit within a rectangle

[Boxes]
// Portals should be near the respawn area: bot warps players from here to the duel box
// Erase the boxes you don't need, 0-7 are supported
// Syntax: 0=x1 y1 x2 y2  x3 y3  x4 y4  x5 y5 x6 y6 name
//          source portal   |      |         |
//                     first drop  |         |
//                          second drop      |
//                                    box rectangle
0=510 489 513 493  424 256  599 417  415 245 710 485 1 North - Regular
2=510 531 514 535  424 610  599 771  409 595 609 782 2 South - Regular
4=489 510 493 514  237 431  412 595  226 419 427 611 3 West - Bumpy Box
6=531 510 535 514  613 431  788 593  599 417 799 604 4 East - Obstacles




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SuSE
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PostPosted: Wed Oct 15, 2003 9:28 pm    Post subject: Reply to topic Reply with quote



Last edited by SuSE on Wed Oct 15, 2003 9:41 pm, edited 1 time in total
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ExplodyThingy
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PostPosted: Wed Oct 15, 2003 9:38 pm    Post subject: Reply to topic Reply with quote

Thats quite easy, even though ive never used either. I can guess the config for dual, easily it seems.

FromX1,FromY1 is an (x,y) coordinate on a map. Remeber any geometry or graphing in school? FromX2, FromY2 is another (x,y) coord on the map. Remember, the Y axis is negative (the origin (0,0) is in the top left)
This means that if anyone's y tile is greater than FromY1 and less than FromY2, AND that thier x tile is greater than FromX1 and less than FromX2, then they are in a box, and the bot will do something.
ToX and ToY are again X,Y coords. It looks like a player will be warped there for entering the box that you made with FromX1,FromY1 and FromX2,FromY2

Now, for dual.
You see many 3 digit numbers and i assume you got confised. The first pair are X Y coords again. According to the comments in the cfg, it looks like that is where a bot looks for a player(aka, "Source Portal"). If a player crosses that tile, they are warped to "First Drop", the second pair of numbers. The "First Drop" should be where people get warped for passing over the "Source Portal" This again is a single X Y coord. "Second Drop" is the exact same as "First Drop" The last 4 numbers are a rectangle. This works EXACTLY the same as for the TM BAW instructions i gave you. The very last thing is not a coordinate, its a name.

Need more or step-by-step, post ask again.
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METHODZ
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PostPosted: Thu Oct 16, 2003 11:04 pm    Post subject: Reply to topic Reply with quote

Just come to my zone Explody and help me with it, Zone= Ultimate Warzone
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Dustpuppy
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PostPosted: Fri Oct 17, 2003 6:46 am    Post subject: Reply to topic Reply with quote

Sigh, it's so simple. Just make an effort to understand it.

Say you want anyone who enters a certain area in the map to be warped to the center.
Lets say the warp area is from the top left corner of the map (tile coordinates 0, 0) to (tile coordinates 10, 10). So we have a box 10 tiles by 10 tiles.

Code: Show/Hide

(0, 0)
+--------+
|        |
|        |
|        |
+--------+ (10, 10)


Then we just put in the ini:

FromX1=0
FromY1=0
#^^^^^^^^---- Topleft corner of warp area (and in this case the map)

FromX2=10
FromY2=10
#^^^^^^^^---- Bottomright corner of warp area

ToX=512
ToY=512
# Center of map, where people should be warped to.
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METHODZ
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PostPosted: Fri Oct 17, 2003 5:17 pm    Post subject: Reply to topic Reply with quote

Ty
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