After reading a few tutorials there, i tried to subclass DeathMatchPlus (called it MyGameDebugInfo) and change a few simple things (added a log comment and a subclassed Bot), but i can't quite get it to work. My .int file is:
[Public]
Object=(Name=MyGameDebug.MyGameDebugInfo,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Preferences=(Caption="Debug DeathMatch",Parent="Game Types",Class=MyGameDebug.MyGameDebugInfo,Immediate=True)
Well i get a new entry in the gametypes menu at the bottom of the list, called "DeathMatchPlus", and when i run my map with it, it doesn't call my customized version. Shouldn't it show up as "Debug Deathmatch"?
Then, in Spawnbot i changed the var declaration from type bot to:
local DebugBot NewBot;
and the two lines that spawn the bots to:
NewBot = Spawn(class'MyGameDebug.DebugBot',,,StartSpot.Location,StartSpot.Rotation);
The only thing different in DebugBot is i added a line to FellOutOfTheWorld() to log the bot's location ...
*******************************
Two main problems are i can't normally get it to run my custom subclass of DeathMatchPlus, and then once i got it to run launching out of UED2 (first game only; once i went to Practice Session and started another game it used the normal code), the log showed many errors involving not finding meshes for the bots during Animation calls, plus they were invisible in the game and didn't move around, just stayed in place.
I didn't mess around with PRI's like in the tutorials because i have no changes to make to the standard PRI ... I'm missing something about how all this works i guess. I think it's real close but something is not quite right.
[Public]
Object=(Name=MyGameDebug.MyGameDebugInfo,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Preferences=(Caption="Debug DeathMatch",Parent="Game Types",Class=MyGameDebug.MyGameDebugInfo,Immediate=True)
Well i get a new entry in the gametypes menu at the bottom of the list, called "DeathMatchPlus", and when i run my map with it, it doesn't call my customized version. Shouldn't it show up as "Debug Deathmatch"?
Then, in Spawnbot i changed the var declaration from type bot to:
local DebugBot NewBot;
and the two lines that spawn the bots to:
NewBot = Spawn(class'MyGameDebug.DebugBot',,,StartSpot.Location,StartSpot.Rotation);
The only thing different in DebugBot is i added a line to FellOutOfTheWorld() to log the bot's location ...
*******************************
Two main problems are i can't normally get it to run my custom subclass of DeathMatchPlus, and then once i got it to run launching out of UED2 (first game only; once i went to Practice Session and started another game it used the normal code), the log showed many errors involving not finding meshes for the bots during Animation calls, plus they were invisible in the game and didn't move around, just stayed in place.
I didn't mess around with PRI's like in the tutorials because i have no changes to make to the standard PRI ... I'm missing something about how all this works i guess. I think it's real close but something is not quite right.