Thanks for the tip, I will try to do that :)

2014-08-12 21:15 GMT-03:00 Tom Schumann <schumann....@gmail.com>:

> With regards to the second problem, it has been known for a while that the
> method doesn't quite work as expected. Maybe check how other Source bots
> work? I think RCBot2 might be open source.
> Does the "weapon_<name>" command switch to the specified weapon? I haven't
> done any bot programming in a while but maybe you can send that client
> command to the bot to get it to switch properly.
>
>
> On 12 August 2014 23:23, Borzh <borz...@gmail.com> wrote:
>
>> To Valve developers: it should be nicer to have 2 methods,
>>    IBotController::SetActiveWeapon() that sets weapon if bot has it in
>> some slot
>> and something like
>>   IBotController::AddWeapon() that should not work if sv_cheats == 0
>>
>> Thanks.
>>
>>
>>
>> 2014-07-28 15:31 GMT-03:00 Borzh <borz...@gmail.com>:
>>
>> Hi all,
>>>
>>> I am creating a bots plugin for HL2DM and I have several problem with it:
>>>
>>> - Source dedicated server (linux) sends invalid events to plugin when
>>> using
>>>     bool IGameEventManager::FireEvent( KeyValues * event ):
>>>         event->GetName() always returns empty string.
>>>         Also iterating on values GetFirstValue() / GetNextValue(),
>>> GetName()
>>>         also returns empty string.
>>>   I started to use IGameEventManager2 and it is working fine.
>>>   I understand that IGameEventManager is used to maintain backward
>>>   compatibility. It doesn't work though.
>>>
>>> - IBotController::SetActiveWeapon()* creates new weapon*, even if bot
>>> have
>>>   picked it. I know that because
>>> IServerPluginCallbacks::OnEdictAllocated()
>>>   is called every time bot tries to switch weapon using
>>>   IBotController::SetActiveWeapon()!
>>>   So from time to time I get *error allocating edict *(of course there
>>> are too
>>>   many unused weapons on the map).
>>> *  Anyone know how to fix it?*
>>>
>>> Thanks in advance,
>>> Boris.
>>>
>>
>>
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