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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 ![]() |
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 |
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#3
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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 |
madmax2 |
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#4
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
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 ![]() 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 ![]() max |
Septien |
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#5
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
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 ![]() 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! Pepois |
Cheeseh |
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#6
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
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 |
Septien |
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#7
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
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? ![]() ![]() Looking forward and anxiously to tryout your new .dll. Thank you for your expertise and your precious time! Pepois |
Cheeseh |
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#8
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
okay ! so action points:
1) if the breakable has either noallies or noaxis then only the allowed team will shoot the breakable? 2) improve bots aiming with rocket launcher? 3) stop shooting at breakable if already broken? (I think this is already done, but not sure if you meant this is what you want or what you observed) 4) only shoot the breakable if they have a lot of ammo (i.e. don't unload ammo on the breakable) BTW with openslater, sometimes it doesnt work work breakables, it just goes through and thinks the path is open even when its closed, if you use a breakable waypoint then it will check specifically that the breakable is open or not . are there any more 'action points' ? ![]() |
Septien |
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#9
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Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
Hi Cheeseh!!! Thank you for taking the time even though its Sunday!
I'll go through your action points: 1) if the breakable has either noallies or noaxis then only the allowed team will shoot the breakable? Roger that! 2) improve bots aiming with rocket launcher? YES please!!! 3) stop shooting at breakable if already broken? (I think this is already done, but not sure if you meant this is what you want or what you observed) They ALREADY do this which is GREAT! 4) only shoot the breakable if they have a lot of ammo (i.e. don't unload ammo on the breakable) That would be nice! BTW with openslater, sometimes it doesnt work work breakables, it just goes through and thinks the path is open even when its closed, if you use a breakable waypoint then it will check specifically that the breakable is open or not . OK! I did take the time to see openslater wpts "interact" with the breakable wpts and they worked flawlessly but if breakables work much better then breakables is the way to go! are there any more 'action points' ? ![]() Not for breakables sir! Perhaps you might want to grab the dod_hill_classis map and wpts just to like check for yourself how accurate rockets/grenades need to be. http://rcbot.bots-united.com/forums/index.php?showtopic=1768 Thank you so much Cheeseh! |
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Lo-Fi Version | Time is now: 11th August 2025 - 07:46 AM |