Hi.
Anyone know how to make that thing, who will show where are you (in text) under the radar? Like in CS:CZ, but i saw that in 1.6.
Some ppls says that there is plug-in to VHE
I mean this:
Created 16 years ago2008-10-25 07:07:49 UTC by FiK
irst of all there isnt a channel right under the radar.You manually specify the text location .
third, the location under the radar never disapears, unlike game_texts and it is not triggered, unlike game texts.It was just a suggestion .
but it looks like i do know more about mapping than you do my friend.Your reputation is getting worse if you are too proud of yourself .
the location under the radar never disapears, unlike game_textsWell guess what, you can trigger a game_text more than once! Amazing, is it not?
Nickname (Radio) (T Spawn): Fire in the hole!or sth like that :f
Nickname (Terrorist) (Side): drop that bomb~
NAVIGATION MESH EDITING
Each of the following bot_nav_ commands operate on the navigation mesh, allowing hand-tuning of the automatically learned data. It is recommended that these commands be bound to keys for ease of use while editing.
CAUTION: There is no "undo" operation. Save your navigation mesh often.
bot_nav_mark
Marks the currently selected nav area for later operations.
bot_goto_mark
Causes one bot in the map to move to the center of the currently marked area. This is useful for testing the walkability of specific portions of the navigation mesh.
bot_nav_delete
Deletes the currently selected nav area.
bot_nav_split
Splits the currently selected nav area into two new nav areas, along the white split line.
bot_nav_merge
Merges the currently selected nav area and a previously marked nav area into a new, single nav area. The merge will only occur if the two areas are the same size along the merge line.
bot_nav_connect
Creates a ONE WAY link from the currently marked area to the currently selected area, telling the bots they can walk FROM the marked area TO the selected area. For most areas, you will want to connect the areas in both directions. However, for some "jump down" areas, the bots can move one way, but cannot get back the other.
bot_nav_disconnect
Disconnects ALL connections from the currently marked area to the currently selected area.
bot_nav_begin_area
bot_nav_end_area
These two commands allow the creation of new nav areas. "bot_nav_begin_area" marks one corner of the area. "bot_nav_end_area" marks the opposite corner of the area and creates it. To cancel the operation, issue a "bot_nav_begin_area" command again.
bot_nav_splice
Creates a new nav area between the currently marked area and the currently selected area, and bidirectionally connects the new area. This command is especially useful for creating sloped nav areas.
bot_nav_crouch
Flags the currently selected area as "crouch", requiring bots to crouch (duck) to move through it.
bot_nav_jump
Flags the currently selected area as "jump". This is a hint to the bots that they should jump to traverse this area.
bot_nav_edit [0,1]
Setting this cvar to 1 allows hand-tuning of the bot's navigation mesh. Once edit mode has been activated, the bot_nav_* commands can be used.
bot_nav_zdraw <height value>
This value determines how high above the ground to draw the "nav mesh" when in nav edit mode. If the terrain is very irregular or highly sloped, it can be useful to increase this value to 10 or 15. The default value is 4.
bot_quicksave [0,1]
If nonzero, the analysis phase of map learning will be skipped. This is useful when iteratively hand-tuning nav files. Note that withough this analysis, the bots will not look around the world properly.
NAVIGATION MESH PROCESSING
bot_nav_analyze
Analyze the navigation mesh to determine Approach Points and Encounter Spots. This may take several minutes based on the size and complexity of the map.
NOTE: This command requires one bot to be in the game. The recommended procedure is to save the mesh, add a bot, and quickly enter bot_analyze.
bot_nav_save
Saves the current navigation mesh to disk. The navigation mesh ("nav" file) is automatically named to correspond to the current map file. For instance, if the map is de_dust.bsp, the nav file will be de_dust.nav.
bot_nav_load
Clears the current navigation mesh, and loads it from disk.
DEBUGGING
bot_walk [0,1]
Force all bots to walk (disallow running).
bot_stop [0,1]
If nonzero, all bots will stop moving and responding.
bot_show_nav [0,1]
If nonzero, the nav mesh near each bot is drawn.
bot_show_danger [0,1]
If nonzero, the "danger" in each nav area is draw as a vertical line. Blue lines represent danger for CTs, and red lines are danger for Ts.
bot_traceview <value>
Used for internal debugging of bot navigation.
bot_debug <value>
Used for internal debugging of bot behavior.
bind "key" "command"
e.g
bind "mouse1" "say bang! bang!"