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Old 07-31-2006, 10:58 AM   #1
Sebultura
"spawnArtificialPlayer" command
Hey mates, does someone figured out what the "spawnArtificialPlayer" command makes ingame ???
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Old 07-31-2006, 11:03 AM   #2
d3ad connection

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Re: "spawnArtificialPlayer" command
Quote:
Originally Posted by Sebultura
Hey mates, does someone figured out what the "spawnArtificialPlayer" command makes ingame ???
Spawns a retarded yet perfect shooting bot.
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Old 07-31-2006, 11:12 PM   #3
Circus

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Re: "spawnArtificialPlayer" command
Ya there are alot of commands that are pretty cool but unfortunately dont work in MP.

Be nice to be able to spawn a few bots in a server to keep me entertained until other players come!
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Old 08-01-2006, 09:23 AM   #4
Llama Gibbz

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Re: "spawnArtificialPlayer" command
There is oakbot and sabot (stupid angry bot)for doom 3 and quake 4.
Shouldnt be that hard to get them to run in prey,since its the same engine and all.

However,i dont know how well the AI would work with wall walking.
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Old 08-01-2006, 03:27 PM   #5
TTK-Bandit
Re: "spawnArtificialPlayer" command
why port another bot, if there is already a bot inside ?
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Old 08-02-2006, 08:40 AM   #6
Circus

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Re: "spawnArtificialPlayer" command
LOL! This does work in MP if you first use in the ded server console seta net_allowcheats "1" or net_allowcheats "1"

Then use in the ded server console spawnartificialplayer

Dam there pretty good too!

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Old 08-02-2006, 09:15 AM   #7
Llama Gibbz

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Re: "spawnArtificialPlayer" command
I want to use this in a listen server though.
Wonder if there is enough request,we can get it enabled in a patch?
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Old 08-02-2006, 05:47 PM   #8
TTK-Bandit
Re: "spawnArtificialPlayer" command
they work on listenservers too.. just enable cheats.
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Old 08-03-2006, 10:47 AM   #9
Wollie
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Re: "spawnArtificialPlayer" command
I used this command in MP.
net_allowcheats 1
spawnartificialplayer
spawnartificialplayer
spawnartificialplayer
net_allowcheats 0

So i play now with 3 bot's in Mp. But when the map rotate, the bot's are gone.
Anybody know's how to script this command, so it loads everytime when a map rotate?
 
Old 08-03-2006, 01:30 PM   #10
Sebultura
Re: "spawnArtificialPlayer" command
Good, so it was really what I though, i.e. bots.

Pretty cool - even if those aren't so advanced - 'cause it means that it will be included in the SDK...

Wollie: the cool thing is that you can put your commands in a .cfg script, for instance "spawn3bots.cfg", then make a bind to a key to execute this one ingame (ex.: bring down the console with Ctrl + Alt + ², then type bind F12 "exec spawn3bots.cfg"), it should work but I can't test it yet...

Now to auto exec the script each time a map is rotated, you should try to find in the .pk4 resources files a .cfg script that call each map to be loaded (In Quake4, such a file is located in the "cfg/mpmaps.cfg" script, in the "pak001.pk4" file): then maybe you can add some

exec spawn3bots.cfg

line to it for each map section...

Can someone correct/confirm this ?
Last edited by Sebultura; 08-03-2006 at 01:47 PM.
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Old 08-07-2006, 02:32 AM   #11
Mushroom677
Smirk Re: "spawnArtificialPlayer" command
whre the hell can u type that ??? iv tried ''`'' and normal speak but i cant find it
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Old 08-07-2006, 05:15 AM   #12
CameO73

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Re: "spawnArtificialPlayer" command
Type Ctrl-Alt-~ to get the console.

Or, if you just want to use the ~, use the seta com_allowconsole 1 command once. After that, you only have to use the ~.
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Old 08-07-2006, 05:18 AM   #13
Sebultura
Re: "spawnArtificialPlayer" command
Huh, sorry, I'm on an AZERTY keyboard
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Old 08-07-2006, 05:28 AM   #14
Mushroom677
Re: "spawnArtificialPlayer" command
THX!!!!
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