necessarily-equal
necessarily-equal
By the way, the code handling these "intermission" entities is quite convoluted. I'm quite tempted to rewrite it. I don't think it's worth making small fixes to it without a...
To be honest the current situation looks fine to me, but if we don't plan to have a language slider in the settings. I'm also ok with just forcing whatever...
For the record, I don't see how your proposal is different (in behaviour) from setting `g_BPInitialBudget` absurdly large. (And perfectly undistinguishable for a mission map if you can disable the...
For the record, I realise now I misunderstood what you meant at first, and read "it would make buildings unpowered" instead, which didn't make much sense. I think such a...
Can you provide exact steps to reproduce? Last I tried `rcon` worked for me.
You can assign clients to team with commands such as `putteam Bot#2 h`, `a` for alien and `s` for spectator.
Typically, I noticed that by having humans against aliens that could evolve to bigger forms. The bot that became alien still used the old, human, navmesh and did hit corners...
I didn't try reproducing it with standard unv, no, but I think `/putteam` should exhibit the same behaviour (don't try too hard though, in case it doesn't :speak_no_evil:)
Reopening because I don't think this is fixed. You mentioned that with the two above functions there are appropriate workarounds in place. This is true in the case the bot...
I'm afraid using navmesh for this would just be extremely costly computation-wise. You would need to keep updating a navmesh path for every enemy on every frame for every bot....