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> pl_badwater waypoints and script, used "areaonly" and "setarea"
assface
post Sep 12 2009, 11:30 PM
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pl_badwater waypoints and script. I used "areaonly" and "setarea".
I love this map so I had to do some new waypoints!! I spent hours tuning these, I think this is it.
Let me know if anythings wrong or could be improved, all I want is the best waypoints possible.

I also want to thank all the people here working on rcbot2!!!!
Thanks for all of your work!!!!


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Attached File  pl_badwater_waypoints_and_script.zip ( 10.11k ) Number of downloads: 77
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Fillmore
post Sep 14 2009, 12:42 PM
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QUOTE(assface @ Sep 12 2009, 11:30 PM) *

pl_badwater waypoints and script. I used "areaonly" and "setarea".
I love this map so I had to do some new waypoints!! I spent hours tuning these, I think this is it.
Let me know if anythings wrong or could be improved, all I want is the best waypoints possible.

I also want to thank all the people here working on rcbot2!!!!
Thanks for all of your work!!!!

does the script work?
I don't quite have a clue about PL scripting working,but i'll try these.
My waypoints are outdated(bots forced to push cart smile.gif )
I'll give some detail when I try these.
EDIT:I looked at Badwater's script,and this is what I can say about it.
BLU shouldn't need to defend on a PL map.
RED doesn't need to "attack" a point either.
just remove the defends for BLU and attacks for RED.
other than that,good work.
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assface
post Sep 14 2009, 11:24 PM
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QUOTE(Fillmore @ Sep 14 2009, 05:42 AM) *

does the script work?
I don't quite have a clue about PL scripting working,but i'll try these.
My waypoints are outdated(bots forced to push cart smile.gif )
I'll give some detail when I try these.
EDIT:I looked at Badwater's script,and this is what I can say about it.
BLU shouldn't need to defend on a PL map.
RED doesn't need to "attack" a point either.
just remove the defends for BLU and attacks for RED.
other than that,good work.

Thanks for checking the waypoints. I'll change that part and see how they do, it certainly makes sence!
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Fillmore
post Sep 15 2009, 11:07 AM
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QUOTE(assface @ Sep 14 2009, 11:24 PM) *

Thanks for checking the waypoints. I'll change that part and see how they do, it certainly makes sence!

also,as I feared,scripting is not supported on PL maps yet.
with patience,we'll get our update,and RED might actually defend other points rather than the last point.
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Cheeseh
post Sep 15 2009, 06:02 PM
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QUOTE(Fillmore @ Sep 15 2009, 12:07 PM) *

also,as I feared,scripting is not supported on PL maps yet.
with patience,we'll get our update,and RED might actually defend other points rather than the last point.

Scripting is already supported on PL and PLR maps
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Fillmore
post Sep 16 2009, 04:49 PM
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QUOTE(Cheeseh @ Sep 15 2009, 06:02 PM) *

Scripting is already supported on PL and PLR maps

then why don't the bot go to the defend spots on badwater?
Did I miss another update? tongue.gif
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Cheeseh
post Sep 17 2009, 09:31 AM
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QUOTE(Fillmore @ Sep 16 2009, 05:49 PM) *

then why don't the bot go to the defend spots on badwater?
Did I miss another update? tongue.gif

ok i'll have a look at it. Scripting is supported , i.e. areaonly waypoints etc, but maybe only defending is not implemented
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DrPuffinKind
post Sep 17 2009, 12:46 PM
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QUOTE(Cheeseh @ Sep 17 2009, 05:31 AM) *

ok i'll have a look at it. Scripting is supported , i.e. areaonly waypoints etc, but maybe only defending is not implemented


im a little confused... can anyone explain how the "areaonly" points work... i been trying to figure them out by trial and error, but i am obviously missing something... thanx for any help in advance!! smile.gif
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Fillmore
post Sep 17 2009, 05:21 PM
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QUOTE(DrPuffinKind @ Sep 17 2009, 12:46 PM) *

im a little confused... can anyone explain how the "areaonly" points work... i been trying to figure them out by trial and error, but i am obviously missing something... thanx for any help in advance!! smile.gif


I'll give a short explanation.

A>>>>>B>>>>>C

Example pic ^

A has setarea 1.

B has setarea 2 and areaonly.

C also has setarea 2.

Meaning bots can't use the A to B passage,but they can use the B to C passage.
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assface
post Sep 17 2009, 11:49 PM
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I was hoping so bad that if you put the areaonly, and no red (or blue team) tags on the sentry waypoints that the engineers would work on munti-stage maps, No luck. I really want to get goldrush with engineers goin on.
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Cheeseh
post Sep 18 2009, 07:56 AM
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QUOTE(assface @ Sep 18 2009, 12:49 AM) *

I was hoping so bad that if you put the areaonly, and no red (or blue team) tags on the sentry waypoints that the engineers would work on munti-stage maps, No luck. I really want to get goldrush with engineers goin on.


you don't need areaonly on sentry waypoints . Just give it an area and make sure there is a script that has that area as part of defending at the apprpriate event
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assface
post Sep 18 2009, 01:37 PM
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QUOTE(Cheeseh @ Sep 18 2009, 12:56 AM) *

you don't need areaonly on sentry waypoints . Just give it an area and make sure there is a script that has that area as part of defending at the apprpriate event

On multi-stage maps the engies get stuck. I wanted to try to get the engies to ignore the waypoints in the previous or next stage. I think I read in one of these forums here that you believe that maybe the engies are seeing other sentry or teleporter waypoints from the previous or next stage.

Any chance? I think I set all waypoints accordingly, but no luck.

What if all the area "0" waypoints on stage 1 were changed to 1, and area 2 for stage 2? or is that a huge waste of time?

Sorry for all the damn questions!!
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Cheeseh
post Sep 18 2009, 02:14 PM
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QUOTE(assface @ Sep 18 2009, 02:37 PM) *

On multi-stage maps the engies get stuck. I wanted to try to get the engies to ignore the waypoints in the previous or next stage. I think I read in one of these forums here that you believe that maybe the engies are seeing other sentry or teleporter waypoints from the previous or next stage.

Any chance? I think I set all waypoints accordingly, but no luck.

What if all the area "0" waypoints on stage 1 were changed to 1, and area 2 for stage 2? or is that a huge waste of time?

Sorry for all the damn questions!!

you can let engineers ignore the waypoints with other ares by using the ...

areas:<area numbers>

script command

e.g.

areas:1,2

mean that bots will only use waypoints with those areas, if there was a sentry waypoint with another area, engineers will ignore them

-----
area 0 is always accessible so do not make anything area 0 if you want to make it area only,

areas must start from 1, not 0
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assface
post Sep 18 2009, 09:45 PM
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QUOTE(Cheeseh @ Sep 18 2009, 07:14 AM) *

you can let engineers ignore the waypoints with other ares by using the ...

areas:<area numbers>

script command

e.g.

areas:1,2

mean that bots will only use waypoints with those areas, if there was a sentry waypoint with another area, engineers will ignore them

-----
area 0 is always accessible so do not make anything area 0 if you want to make it area only,

areas must start from 1, not 0

Sorry to be switching gears, but I was talking about goldrush. I do believe I understand how your scripting works, I try to read all that I can in here! I probably should have started another post or whatever, because this one is about badwater I guess.

But....on goldrush I thought that maybe between using, the nored (or blue), area, areaonly (on engineers stuff), and also changing all the normal blue (area0) waypoints so there is no damn way the engies will see any waypoints they shouldn't.

Not to sound corny but, Hey Cheeseh I really feel honored to have you read my post. I always assumed a bot for tf2 was impossible. I think the bots are blast, I've seen some stuff that made me just crack up. Yes Ill admit it, sometimes the kick my ass and that's why its fun. 12v12=chaos

My name assface doesn't mean anything , its supposed to be funny. I'm not a douche (at least I don't think so). I do like DrPuffinKind that's a good one.
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