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genmac |
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#1
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 571 Joined: 11-November 11 Member No.: 2,098 ![]() |
I updated the stock map wpts so their suited as well for TDM or FFA (not supported yet) gametypes just the way Cheeseh wpted
the other stock maps the old fashion way instead of just waypointing the obvious paths the bots will often use. For TDM or FFA I need to add wpts to hidden or open spaces or corners where spawn points for this modes are basically put in place where the player should be safe enough before joining the battle again so wpts that aren't necessarily needed in normal DODS are needed now for tdm or ffa. Here's where you can get the dods deathmatch plugin and necessary files. https://forums.alliedmods.net/showthread.php?p=1697565 If you're too lazy to gather all the files here's an all in one ready to use package... This is dods_deathmatch version 3.1 along all required files to make it work like: - metamod 1.9.1 - sourcemod snapshot version 1.5.0 etc... http://www.mediafire.com/?givvv6vjg7v46my by the default will run in FFA mode so just configure the... dod_deathmatch.cfg ....found in ..dod/cfg/sourcemod folder ...to make it in TDM mode. can't guarantee though if this will work for everyone but at least it's a start for the uninitiated. So far the bots are perfect in TDM. For pure FFA we'll just have to wait until Cheeseh added an ffa feature. Bugs - it crashes when adding or kicking bots in FFA mode - - in tdm after awhile the game starts to lag a lot so either a plugin bug or vice versa - the bots are now solid players from each other, but anyway it's a refreshing way to play dods instead of always waiting and spawning in the same place over and over. Attached File(s) ![]() |
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madmax2 |
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#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Hey genmac,
You may want to look at this while you are at it, this is for normal dod games... I was going to report this yesterday for the rcw with .72 (which is testerYYY's original), but I waited till I could try the flash rcw from this pack. They still seem to be doing this with the updated rcw: (testerYYY's original rcw) While on the waypoint subject on this map (flash), in normal dod mode, i've also noticed the axis seem to camp near thier first flag a lot, they hang out near the short low wall just beyond the flag. Last night when I was first testing metamods/sm, I wasn't helping the allies at all, the allies were one player shy from the axis team, and the allies seemed to have no problem pushing the axis back to thier last flag & holding them there. Here's a pic and some updated observations I did this morning with the newer rcw: http://www.fileden.com/files/2012/7/14/332...d_flashaxis.jpg The axis do collect here a lot, they often go to the post & look at the ground, then they go over by the short wall and look at the ground too. This is most noticable when they get backed up to thier last flag. once they cap the tank flag they move out better, but I often see axis bots retreating back to this area. Which is effecting thier ability to recap flags. The allies don't seem to be having this problem, they keep moving forward. Again, this morning, with 6vs6 bots, at beginning of the match, the axis pushed the allies back to 1 flag, but the allies could recover & pushed the axis back to 1 flag, but the axis could only cap the tank flag, then they would lose that, because they keep retreating to this area. So, the axis seem to be quick starter's, but can't recover well if pushed back.... I'm using min/max, so the team classes are not evenly matched, but I still think this is a problem for balance... Hope this helps... ![]() |
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Lo-Fi Version | Time is now: 8th August 2025 - 05:15 PM |