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					|  Posted: Wed Feb 04, 2004 5:17 pm     Post subject: Ufo |  |   |  |  
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				| Im wanting the bot to UFO when it comes out of spec and perform its operations. 
 Tried: tell(makeSelfUFO());
 
 without any luck. Can someone post the correct code
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		| Mine GO BOOM Hunch Hunch
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					|  Posted: Wed Feb 04, 2004 8:54 pm     Post subject: |  |   |  |  
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				| Have the bot send *ufo as a command. The server will then send out the "Person X is a UFO" packet to everyone, including you. Your bot core should then record that you are a ufo, so you don't un-ufo again with another command. 
 Just remember to enable cloaking as you move around. Stealth is already set via the server for you, but cloaking isn't.
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		| SuSE Me measures good
 
  
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					|  Posted: Wed Feb 04, 2004 9:10 pm     Post subject: |  |   |  |  
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				| ...I thought when you're *ufo'ed you can't be seen regardless of whether or not stealth/cloak are on 
 ...?
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					|  Posted: Thu Feb 05, 2004 2:28 am     Post subject: |  |   |  |  
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				| me->ufo=true; //i believe this works 
 i believe you can turn on stealth/cloak this way too if they arent already turned on.
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					|  Posted: Thu Feb 05, 2004 3:11 am     Post subject: |  |   |  |  
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				| A UFO can uncloak, but cannot unstealth. Also, the server does (or did) block the ufo toggle bit until you do *ufo. 
 In the good old days, back in the VIE zones, UFO was designed to not be seen, unless chosen to be. It had permanent stealth, which X could not detect. The username of the pilot was never shown, cloaked or uncloaked. You were unable to spec on his name, even if he was uncloaked (an old method for how to figure out which name was Jeff at the time, hehe). While he is cloaked, X cannot see him. Cloak does not auto-turn off for any reason, unless you manually turn it off via the correct hotkeys. So you could shoot without being seen.
 
 Also, the UFO was the Shark ship, which used to not be accessible by any means other than *ufo. While you were a UFO, all damage was reduced to 0, no matter what. So a UFO could never die, while a *super player could.
 
 Now, as anyone with a zone can use it, the UFO has lost its special feel. Was much more fun back in the VIE days, or the rare times I ran my VIE subgame I stole (go *getfile !) from Sheep Cloning zone. I still have it somewhere...
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					|  Posted: Fri Feb 13, 2004 7:49 am     Post subject: |  |   |  |  
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				| Have you tried making the countdown bigger? |  | 
	
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					|  Posted: Fri Feb 13, 2004 2:02 pm     Post subject: |  |   |  |  
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				| I added your code and got an error with your 
 error C2065: 'InGame' : undeclared identifier
 
 Seems to work fairly well without that line though
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					|  Posted: Fri Feb 13, 2004 6:27 pm     Post subject: |  |   |  |  
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				|  	  | Quote: |  	  | And screw the countdown. | 
 
 How will the bot stay in the arena long enough for the burst to fly around without a countdown?
 
 And dont bots always have super or something? Shouldnt that give it all weapons? just wondering since you cant kill a bot.
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					|  Posted: Sat Feb 14, 2004 12:09 am     Post subject: |  |   |  |  
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				| delete the InGame=false; , I was thinking of something else and forgot to delete it. Bots dont have weapons. They just send a packet to the server that tells the server that they just set off a burst. The server trusts the client to tell it the truth |  | 
	
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					|  Posted: Sat Feb 14, 2004 1:36 am     Post subject: |  |   |  |  
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				| Cool. Everyhting seems to be working perfect now except the ufo part. Soon as I uncomment that, it does ufo but then fails to do the burst . *shrugs* But I can live with it. |  | 
	
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					|  Posted: Sat Feb 14, 2004 10:12 am     Post subject: |  |   |  |  
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				| Oh yeah, I forgot the server doesn't know what items you have. 
 With my example, I was saying that that code would replace the countdown.
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