![]() |
![]() |
Septien |
![]() ![]()
Post
#1
|
Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
Here are the waypoints sprint/compatible (Rcbot 0.76) for probably my all time favorite Dod and DodS map: dod_hill_classic.
![]() ![]() ![]() ![]() You can download the map here: http://dods.gamebanana.com/maps/14733 I have included the waypoints here (0.76 compatible): ![]() A much improved gameplay, Axis will try to defend their base and each of their flags in a more balanced way. Thanks to MadMax2, Allies are able to capture the last waypoint which was impossible since bots can't capture points that are separated from their respective flag. Now with breakable waypoints this map rocks! Only Allies will try to shoot down the Axis' fortress wall. Lastly, I would recommend having 6 Allies vs 4 Axis. That way it will be way more competitive. Or play 4 vs 4 but team up with the Allies. I hope you guys enjoy it, I spent quite some time trying to enhance the gameplay etc. Pepois |
![]() ![]() |
madmax2 |
![]()
Post
#2
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
QUOTE If I understood sniper and machine gun waypoints should have the same area as the capture point/flag they are attacking. Sure, i'll check it out sometime later today. Yes, as a general rule, thats correct, sniper/mg/defend/capture wpts should have the same area as the nearby flag area. As cheeseh said, the flag area is set by the mapper, and rcbot reads this when placing a flag wpt. So, other special wpts in the area should be the same area number. Now I have been experimenting with this a bit on dod_flash, breaking the rule, by placing different area tags on a few of those in between areas. Trying to get one or 2 bots to move further forward into the map when they get backed up. I have something in the works for flash, a demonstration wpt you might say, but haven't finished it yet... I've had mixed results with it, getting it balanced, but plan to finish & post it... Now as far as I know, areas on unreachable wpts are not necessary & don't do anything...? Unreachables are simply a marker to help bots locate danger locations (& stimulate grenade throwing), usually from a distance, as i understand them... So, areas on them shouldn't be needed... They are also suppose to block bots from trying to walk to them, but that didn't happen on that one wall flag in this map!! ![]() max |
Septien |
![]()
Post
#3
|
Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
Sure, i'll check it out sometime later today. Yes, as a general rule, thats correct, sniper/mg/defend/capture wpts should have the same area as the nearby flag area. As cheeseh said, the flag area is set by the mapper, and rcbot reads this when placing a flag wpt. So, other special wpts in the area should be the same area number. Now I have been experimenting with this a bit on dod_flash, breaking the rule, by placing different area tags on a few of those in between areas. Trying to get one or 2 bots to move further forward into the map when they get backed up. I have something in the works for flash, a demonstration wpt you might say, but haven't finished it yet... I've had mixed results with it, getting it balanced, but plan to finish & post it... Now as far as I know, areas on unreachable wpts are not necessary & don't do anything...? Unreachables are simply a marker to help bots locate danger locations (& stimulate grenade throwing), usually from a distance, as i understand them... So, areas on them shouldn't be needed... They are also suppose to block bots from trying to walk to them, but that didn't happen on that one wall flag in this map!! ![]() max Thank you for the insight Max! Btw, you sure did a hell of a job with dod_flash! I also love that map. Pepois |
Cheeseh |
![]()
Post
#4
|
![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Thank you for the insight Max! Btw, you sure did a hell of a job with dod_flash! I also love that map. Pepois Hey guys, ive been away for a while and am still in hospital with the wife. Our baby girl was born a few days ago. Anyway as for unreachables. They are there to help waypoint visibility, which has some usefulness to it: 1. It helps bots know where some enemies shot them and take cover Some waypoints , eg at bunkers are not visible to the victim because they are behind a bunker. So the algorithm takes the nearest waypoint visible to both the victim and attacker. If there is an unreachable just above the bunker, this waypoint will likely be chosen as the attackers location. Bots will take cover from that waypoint by running to the nearest waypoint that is invisible . 2. It helps bots through grenades When an enemy hides or runs away the bot remembers the waypoint the enemy was last seen. Sometimes this is behind sandbags or through a door. Normally doors are no problem because they are already waypointed and bots can go through them. But if an enemy for eg. Crouches behind a sandbag and is invisible the bot will remember , just as above, using the same algorithm. Normally that would be the best waypoint for a bot to throw a grenade (over the sandbag) as it has more chance of hurting the enemy if the aim is good. If not it would just land in front and the enmy would be shielded by the sandbags 3. They help bots look and dangerous points Throughout the game , bots update their danger level at every waypoint . Bots look at dangrous waypoints around them (from the paths of the next waypoint they are moving towards) . This might be on a bridge where there is a sniper spot in the far distance to the left or right where bots wouldnt normally look. So stick an unreachable waypoint VISIBLE to both sniper and dangerous waypoints and connect them with a path to the dangerous waypoint only. You will see the path turn red. This will make bots think about looking up to that sniper point |
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 24th June 2025 - 09:58 AM |