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InsideQC Forums • View topic - Adding new functions to frikbots?

Adding new functions to frikbots?

Discuss programming in the QuakeC language.

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Adding new functions to frikbots?

Postby dr_mabuse » Sun Feb 05, 2012 1:41 am

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Re: Adding new functions to frikbots?

Postby Ghost_Fang » Sun Feb 05, 2012 5:05 am

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Re: Adding new functions to frikbots?

Postby dr_mabuse » Sun Feb 05, 2012 5:27 am

thanks ;)

And yes, i have plans to remove my IT_AXE to make place for a new weapon, and the new "Axe" is called by my Impulse 13 now (look and feel from Call of Duty).
My Betty thing works the same way...

EDIT: i dont have tested your method atm but i think it wont work this way, because the "KnifeAttck" is in weapons.qc, and the botstuff comes after defs.qc and it will give a compile error (unknown value "KnifeAttck")
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Re: Adding new functions to frikbots?

Postby Ghost_Fang » Sun Feb 05, 2012 5:01 pm

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Re: Adding new functions to frikbots?

Postby dr_mabuse » Sun Feb 05, 2012 5:38 pm

*Facepalm* lol, ofcourse, thx for reminding me...

I should not drink and mod anymore xD
Anyways, it works now ;)
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