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Septien |
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#1
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
Hi Cheeseh and everyone,
It would be great to have a breakable objects waypoint for the the Rocket launcher bot class which would also be team specific (noallies/noaxis). I remember Podbot had a breakable object waypoint (non-class specific) in Cstrike 1.5 and it was quite useful for getting bots to break through breakable objects such as a walls, floors etc. It would be a lot of fun specially using it with openslater wpts etc. Yes, I'm thinking of dod_hill_classic and dod_sniperbridge_rc1 maps! Both have breakable objects! A wall inside the Axis' fortress (dod_hill_classic) and the center of the bridge deck (dod_sniperbridge_rc1). If you could implement this Cheeseh it would be great! It is already great!!! The bomb and openslater wpts are a blast! -Edited- I just read through your post Genmac! Sorry for requesting the same features! Greetings Pepois |
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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 Septien,
I was running around in hill last nite and couldn't find that wall? Did you look at it with hammer or something to find it? And, any idea how many maps have breakable walls like this, I'm still new to dod:s... Oh yeah, I didn't get a chance to try the latest hill rcw yet, but I will.... Heh heh, I don't have one of those warning systems you mentioned above... ![]() max |
Cheeseh |
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#3
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Hey Septien, I was running around in hill last nite and couldn't find that wall? Did you look at it with hammer or something to find it? And, any idea how many maps have breakable walls like this, I'm still new to dod:s... Oh yeah, I didn't get a chance to try the latest hill rcw yet, but I will.... Heh heh, I don't have one of those warning systems you mentioned above... ![]() max okay I need to have a look at this map myself and debug it while bots are running to see why they aren't shooting the wall |
Septien |
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#4
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
okay I need to have a look at this map myself and debug it while bots are running to see why they aren't shooting the wall Excellent Cheeseh!!! I have just updated the map wpts again, totatlly reworked them so Allies are now using different paths! Please search for Waypoint ID 514 which is suppose to connect to Waypoint ID 503 in order for Allies to break in the Axis fortress. They're outside bunker area1. I left them unconnected. Pepois Hey Septien, I was running around in hill last nite and couldn't find that wall? Did you look at it with hammer or something to find it? And, any idea how many maps have breakable walls like this, I'm still new to dod:s... Oh yeah, I didn't get a chance to try the latest hill rcw yet, but I will.... Heh heh, I don't have one of those warning systems you mentioned above... ![]() max Hey Max!!!! I spent the last hours modifying the map! Did some major changes! I hope you like them. And hopefully if Cheeseh adds a breakable solution.... the map will be just awesome since I already played destroying the wall and the resutls are great! Pepois |
Cheeseh |
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#5
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Excellent Cheeseh!!! I have just updated the map again, totatlly reworked it so Allies are using different paths! Please search for Waypoint ID 514 whcih is suppose to connect to Waypoint ID 503 in order for Allies to break in the Axies fortress. Its outside bunker area1. I left it unconnected. Pepois Hey Max!!!! I spent the last hours modifying the map! Did some major changes! I hope you like them. And hopefully if Cheeseh adds a breakable solution.... the map will be just awesome since I already played destroying the wall and the resutls are great! Pepois I'm in the process of adding breakable waypoints, but no function yet. Would you like bots to break it at a specific point in time or any time? I can't tell if a breakable can only be destroyed by a rocket or not so I think only rocket class will worry about these waypoints. There is an issue in the sniper bridge map where the hole in the bridge would cause some waypoint paths to current waypoints on the bridge impossible to go to , so I'd need to think about how to deal with that. With breakable walls., there should be no problem. breakable floors are more of an issue |
Septien |
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#6
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
I'm in the process of adding breakable waypoints, but no function yet. Would you like bots to break it at a specific point in time or any time? I can't tell if a breakable can only be destroyed by a rocket or not so I think only rocket class will worry about these waypoints. There is an issue in the sniper bridge map where the hole in the bridge would cause some waypoint paths to current waypoints on the bridge impossible to go to , so I'd need to think about how to deal with that. With breakable walls., there should be no problem. breakable floors are more of an issue Hi Cheeseh, In regards to timing the breakable waypoints I suppose any time would be the best option to add realism so that bots can break them whenever they are near them. And I agree with you to only have the rocket class worry about them. It would be nice though to be able to use that very powerful and handy waypoint label -noaxies -noallies feature. That is if you are planning on adding breakable waypoints otherwise I suppose you can force specific team by modifying previous connected waypoints. About the sniperbridge map... I'll tweak it so its ready to just add a connecting waypoint from the top and not interfering with other waypoints. Ill do in a few minutes. Thank you so much Cheeseh. You're the man! -Edited- Here are the modified waypoints for dod_sniperbridge_rc1: ![]() I already connected waypoints ID 931 and ID 653 to the flag inside the bridge. I thought it would be nice to have 2 waypoints; one for each side. The breakable hole will no longer interfere with the bridge path. Thank you Cheeseh Pepois |
Cheeseh |
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#7
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Hi Cheeseh, In regards to timing the breakable waypoints I suppose any time would be the best option to add realism so that bots can break them whenever they are near them. And I agree with you to only have the rocket class worry about them. It would be nice though to be able to use that very powerful and handy waypoint label -noaxies -noallies feature. That is if you are planning on adding breakable waypoints otherwise I suppose you can force specific team by modifying previous connected waypoints. About the sniperbridge map... I'll tweak it so its ready to just add a connecting waypoint from the top and not interfering with other waypoints. Ill do in a few minutes. Thank you so much Cheeseh. You're the man! -Edited- Here are the modified waypoints for dod_sniperbridge_rc1: ![]() I already connected waypoints ID 931 and ID 653 to the flag inside the bridge. I thought it would be nice to have 2 waypoints; one for each side. The breakable hole will no longer interfere with the bridge path. Thank you Cheeseh Pepois Hey , I just added a breakable waypoint functionality, and on the sniper bridge map, the rocket bots shot the breakable quite quickly. So looks good so far, but because I've made it really simple there might be some slight bugs with it. Yeah maybe I could make it so no ally bots would try to break a noallies breakable |
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Lo-Fi Version | Time is now: 11th August 2025 - 05:02 AM |