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> Breakable waypoints (Rocket)
Septien
post May 23 2013, 02:29 AM
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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
post May 23 2013, 06:08 PM
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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... laugh.gif

max
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Cheeseh
post May 24 2013, 01:55 AM
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QUOTE(madmax2 @ May 23 2013, 07:08 PM) *

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... laugh.gif

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
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Septien
post May 24 2013, 02:19 AM
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QUOTE(Cheeseh @ May 24 2013, 01:55 AM) *

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

QUOTE(madmax2 @ May 23 2013, 06:08 PM) *

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... laugh.gif

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
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Cheeseh
post May 24 2013, 05:12 AM
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QUOTE(Septien @ May 24 2013, 03:19 AM) *

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

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Septien
post May 24 2013, 12:49 PM
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QUOTE(Cheeseh @ May 24 2013, 05:12 AM) *

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: Attached File  dod_sniperbridge_rc1.zip ( 18.51k ) Number of downloads: 399


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


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Cheeseh
post May 24 2013, 02:02 PM
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QUOTE(Septien @ May 24 2013, 01:49 PM) *

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: Attached File  dod_sniperbridge_rc1.zip ( 18.51k ) Number of downloads: 399


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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Septien
post May 24 2013, 05:44 PM
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QUOTE(Cheeseh @ May 24 2013, 02:02 PM) *

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



Excellent news Cheeseh!!!

Do you think I could test your new rcbot2? Maybe you can release it as a beta?

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Posts in this topic
Septien   Breakable waypoints (Rocket)   May 23 2013, 02:29 AM
Cheeseh   Hi Cheeseh and everyone, It would be great to ha...   May 23 2013, 03:11 AM
Septien   Can the breakable only be destoyed by a rocket? A...   May 23 2013, 03:18 AM
Septien   Hi Cheeseh, I went and tested both maps. Let...   May 23 2013, 01:19 PM
madmax2   Hey Septien, I was running around in hill last ni...   May 23 2013, 06:08 PM
Cheeseh   Hey Septien, I was running around in hill last n...   May 24 2013, 01:55 AM
Septien   okay I need to have a look at this map myself and...   May 24 2013, 02:19 AM
Cheeseh   Excellent Cheeseh!!! I have just upd...   May 24 2013, 05:12 AM
Septien   I'm in the process of adding breakable waypoi...   May 24 2013, 12:49 PM
Cheeseh   Hi Cheeseh, In regards to timing the breakable w...   May 24 2013, 02:02 PM
Septien   Hey , I just added a breakable waypoint functiona...   May 24 2013, 05:44 PM
Cheeseh   Excellent news Cheeseh!!! Do you thi...   May 25 2013, 02:50 AM
Septien   good idea, here's a beta dll file for 0.75 it...   May 25 2013, 01:26 PM
madmax2   Cheeseh & Septien, On hill classic I can veri...   May 25 2013, 06:06 PM
Septien   Cheeseh & Septien, On hill classic I can ver...   May 25 2013, 06:26 PM
madmax2   Hi Max!!! Always one step ahead...   May 25 2013, 07:03 PM
Septien   Heh heh, ok sounds good... I'll cheeck out th...   May 25 2013, 07:13 PM
Cheeseh   I just uploaded an updated version!!...   May 26 2013, 11:03 AM
Septien   actually they CAN be connected which means they w...   May 26 2013, 02:55 PM
Cheeseh   okay ! so action points: 1) if the breakable ...   May 26 2013, 03:46 PM
Septien   Hi Cheeseh!!! Thank you for taking the...   May 26 2013, 04:22 PM
madmax2   Cheeseh, So, are you making the breakable for roc...   May 26 2013, 04:21 PM
Septien   Cheeseh, So, are you making the breakable for ro...   May 26 2013, 04:46 PM
madmax2   Hi Max, I like the idea of Rockets only for the ...   May 26 2013, 05:45 PM
Septien   Hi Pepois, Well, I think the only problem was de...   May 26 2013, 06:32 PM
madmax2   You're right Max!!! Rockets it ...   May 26 2013, 08:31 PM
Septien   Thanks Septien, then I think we agree :) ... One ...   May 27 2013, 01:06 AM
madmax2   Exactly Max! Rocket bots should be very preci...   May 27 2013, 07:08 PM
Septien   Pepois, Yeah, I don't have mine set up to al...   May 29 2013, 01:40 AM
genmac   @Septien...seems you really love this dod_hill map...   May 29 2013, 02:45 AM
Septien   @Septien...seems you really love this dod_hill ma...   May 29 2013, 03:18 AM
genmac   Hi Genmac, I love dod_strand!!! Were...   May 29 2013, 12:08 PM
Septien   I started laying the basic wpts for it but couldn...   May 29 2013, 01:32 PM
genmac   Oh man really wish I could fix it but I can't ...   May 30 2013, 01:31 AM
Septien   Hi everyone, I have just uploaded dod_hill_classi...   Jun 8 2013, 07:55 PM
Septien   Hi Cheeseh, How are you? I hope you are doing gr...   Jul 1 2013, 12:52 PM


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