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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 25 2013, 06:06 PM
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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

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Septien
post May 25 2013, 06:26 PM
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QUOTE(madmax2 @ May 25 2013, 06:06 PM) *

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 smile.gif Oh and thank you for the pics!!!

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madmax2
post May 25 2013, 07:03 PM
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QUOTE(Septien @ May 25 2013, 10:26 AM) *

Hi Max!!!

Always one step ahead!!!
Yes, you are correct with your insight! you are correct breakable wpts aren't supposed to be connected. And it doesnt matter on which side of the wall is... bots will try to shot at it from both sides and from a long distance. And yes for now the noAllies/noAxies tags arent working with this new wpt.
I will upload an updated version of the map. It's almost final for me smile.gif Oh and thank you for the pics!!!

Pepois

Heh heh, ok sounds good... I'll cheeck out the new rcw when it's done... Yeah, for some reason I thought the noaxis tag was working on the new breakable wpt? I was playing it and saw what they were doing, the rockets over the wall caught my attention right away... I'm sure cheeseh will get it sorted out soon enough smile.gif ....

max
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Septien
post May 25 2013, 07:13 PM
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QUOTE(madmax2 @ May 25 2013, 07:03 PM) *

Heh heh, ok sounds good... I'll cheeck out the new rcw when it's done... Yeah, for some reason I thought the noaxis tag was working on the new breakable wpt? I was playing it and saw what they were doing, the rockets over the wall caught my attention right away... I'm sure cheeseh will get it sorted out soon enough smile.gif ....

max


I just uploaded an updated version!!!

Let me know what you think. I'm sure once the breakable gets "tuned in" it will get more fun!

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Cheeseh
post May 26 2013, 11:03 AM
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QUOTE(Septien @ May 25 2013, 08:13 PM) *

I just uploaded an updated version!!!

Let me know what you think. I'm sure once the breakable gets "tuned in" it will get more fun!

Pepois


actually they CAN be connected which means they will only go through the path if the breakable is open or they can break it themselves

also in this beta dll the bots will still shoot the breakable regardless of noallies/noaxis flag.

The bots rocket launcher aiming needs to be improved and they need to remember that gravity pulls the rocket down, so that's why maybe they are shooting either too high or too low
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Septien
post May 26 2013, 02:55 PM
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QUOTE(Cheeseh @ May 26 2013, 11:03 AM) *

actually they CAN be connected which means they will only go through the path if the breakable is open or they can break it themselves

also in this beta dll the bots will still shoot the breakable regardless of noallies/noaxis flag.

The bots rocket launcher aiming needs to be improved and they need to remember that gravity pulls the rocket down, so that's why maybe they are shooting either too high or too low


Hi Cheeseh,

I suppose since you already have a great openslater waypoint perhaps is not needed to go through all the trouble to have breakable wpts connected but then again is "your baby". Actually, Podbot had them connected. Also, perhaps having all bots shoot at breakable wpts is not so bad after all but maybe just have them shoot at it a couple of times and then move on in order to avoid running out of ammo (but then again if accuracy is fixed perhaps this shouldn't be a problem since bots stop shooting once the target is destroyed). And yes!!! extremely improving the target aiming accuracy so bots can shoot precisely at the breakable wpt would be very welcomed as well as being able to use your powerful noallies/noaxis wpts with them!!!

Cheeseh, would it be too much trouble to tryout a fixed version in a new beta... soon? smile.gif or will you go ahead and release a final release... soon? smile.gif hehe

Looking forward and anxiously to tryout your new .dll.
Thank you for your expertise and your precious time!

Pepois
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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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