Half-Life MP converted to SP with lots of content.

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Swan DM

Swan DM

Full Version

Official release of Half-Life mod Swan DM which aims to restore the chaotic world of long passed Half-Life DM into a singleplayer format.

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Guest
Guest

Awesome, I didn't know what to expect from this at first but it's basically a package of maps, models and some very clever bots in one mod. I'm really enjoying this as I always used to play with Botman's bots back in the day, which are nowhere near as good as Jumbot.

I have a question however. I'm trying to make a custom botname file, which seems to work but the game always spawns a "Johnny" in the server. I don't know where the mod is getting this from as it should only load the names from my file. Any ideas?

Thanks!

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Emylin Creator
Emylin

Hi, I'm glad you asked and are enjoying tinkering around with the bot cfg files. Johnny is the default bot and uses it's own control commands: "b_model [blank], b_name [blank], b_topcolor [blank], b_bottomcolor [blank]" My suggestion is to create your own cfg file in the mapcfgs folder and specify these parameters to create your desired character in his place for the map(s) of your choice. If you're interested in changing his parameters for all maps he'll appear in, seek out default.cfg in mapcfgs folder. If you have any more questions please feel free to ask.

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Niborius
Niborius

Hi! I'm the Anon who asked the question (Forgot to log-in at the time). Thanks for the help, I actually figured it out in the meantime and forgot to check back here, sorry! But what worked for me is to use "bot_random 0"

Now only my custom bots appear in the game. Awesome! Brings back a lot of good memories.

I do have another question actually. What does this command do exactly? I don't really understand the descriptions that comes with it:

bot_keepsettings

Cheers!

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Emylin Creator
Emylin

So bot_keepsettings manages how AI cvars (like botaccuracy and botfov) will control for each bot spawned. When bot_keepsettings is set to 1, you could for instance change said settings in-game and add a new bot that will uniquely match the new values. That new hypothetical bot will be stuck with these settings, but you could change the cvars again and add another bot with the newer unique settings. If bot_keepsettings is set to 0 on creation of a server, cvars like botaccuracy and botfov will affect all bots in the server uniformly. Hope this helps!

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Niborius
Niborius

Ahh that makes perfect sense now! Thanks for the explanation.

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woody
woody

Will this be similar to Counter Strike: Condition Zero? Having missions and what not, or would the maps be chained together in a linear campaign style with level loads in between them? In my honest opinion both ways work pretty well, but I think it'd be really unique to see some multiplayer maps from throughout the years connected in random ways. Or rather having buildings and underground facilities connected with long stretches of roads, or a city map that acts as a hub to load different multiplayer maps. In other words, you have a good idea and which ever way you do this you can't really mess it up. Best of luck to you!

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Emylin Creator
Emylin

Thanks for your input! I agree those ideas are totally awesome. I've personally moved onto other projects but if development gets picked back up, I'll definitely consider your ideas because I loved Counter Strike: Condition Zero's campaign and linearity between classic maps is also more possible than ever given modern hardware.

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flippedoutkyrii
flippedoutkyrii

So does this mod have you fighting bots or placed NPC's?

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Emylin Creator
Emylin

bots

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