![]() |
![]() |
Septien |
![]() ![]()
Post
#1
|
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 |
![]() ![]() |
madmax2 |
![]()
Post
#2
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Cheeseh & Septien,
On hill classic I can verify rocket going over the wall. Also, for me it's the axis doing it. And not only rockets and grenades, but all classes appear to shoot at it (bullets too). I just tagged the normal wpt on the outside of the fortress with breakable/noaxis, is that the right way? Should there be paths to breakable wpts, and what about thier placement. I am using the side of the wall I would want allies to break it on (outside), but I suppose allies could break it from either side? But mainly I don't think we want axis breaking thier own defence wall. I took a debug pic on an axis support bot targeting and shooting the wall. I also still hear them pulling the trigger on an empty clip a lot, I don't think they were completely out of ammo, I believe they will reload when out of view of the breakable wpt? Debug pic: http://www.fileden.com/files/2012/7/14/332...classic0008.jpg bullets: http://www.fileden.com/files/2012/7/14/332...classic0011.jpg max |
Septien |
![]() ![]()
Post
#3
|
Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
Cheeseh & Septien, On hill classic I can verify rocket going over the wall. Also, for me it's the axis doing it. And not only rockets and grenades, but all classes appear to shoot at it (bullets too). I just tagged the normal wpt on the outside of the fortress with breakable/noaxis, is that the right way? Should there be paths to breakable wpts, and what about thier placement. I am using the side of the wall I would want allies to break it on (outside), but I suppose allies could break it from either side? But mainly I don't think we want axis breaking thier own defence wall. I took a debug pic on an axis support bot targeting and shooting the wall. I also still hear them pulling the trigger on an empty clip a lot, I don't think they were completely out of ammo, I believe they will reload when out of view of the breakable wpt? Debug pic: http://www.fileden.com/files/2012/7/14/332...classic0008.jpg bullets: http://www.fileden.com/files/2012/7/14/332...classic0011.jpg max Hi Max!!! Always one step ahead!!! Yes, you are correct with the insight! Breakable wpts aren't supposed to be connected. And it doesn't matter on which side of the wall it's located... bots will try to shoot at it from both sides and from a long distance. And yes for now the noAllies/noAxies tags aren't working with this new wpt. I will upload an updated version of the map. It's almost final for me ![]() Pepois |
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 11th August 2025 - 07:49 AM |