![]() |
![]() |
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,
So, are you making the breakable for rocket & grenade only? They are spraying bullets at it too... The more I think about it, I kinda like the idea you had of it being rocket only, we could put unreachables there if we want them to throw grenades at it.... On hill, they have to get the nade very close to blow the wall. So, sounds like we just use the breakables just like an openslater, cool... ![]() max [edit] @Septien QUOTE I just uploaded an updated version!!! Let me know what you think. Thanks, I got the rcw, will do... ![]() |
Septien |
![]() ![]()
Post
#3
|
Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
Cheeseh, So, are you making the breakable for rocket & grenade only? They are spraying bullets at it too... The more I think about it, I kinda like the idea you had of it being rocket only, we could put unreachables there if we want them to throw grenades at it.... On hill, they have to get the nade very close to blow the wall. So, sounds like we just use the breakables just like an openslater, cool... ![]() max [edit] @Septien Thanks, I got the rcw, will do... ![]() Hi Max, I like the idea of Rockets only for the wall too but maybe for other maps that have breakables and can be destroyed by bullets etc. having any class shoot at it would be handy. Actually, maybe it would be great to have 2 types of breakable wpts... one breakable wpt for rockets only and a second breakable wpt for everyone... but maybe in practice that might not be too practical. What do you think? Pepois |
madmax2 |
![]()
Post
#4
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Hi Max, I like the idea of Rockets only for the wall too but maybe for other maps that have breakables and can be destroyed by bullets etc. having any class shoot at it would be handy. Actually, maybe it would be great to have 2 types of breakable wpts... one breakable wpt for rockets only and a second breakable wpt for everyone... but maybe in practice that might not be too practical. What do you think? Pepois Hi Pepois, Well, I think the only problem was detecting these walls & floors (bridge deck). They allready shoot other breakables like tables, etc, without wpts... 2 types of breakable wpts would give the waypointer the option to control what bots do, rockets only, or let all bots unload on the breakable, which would be a great option. But I just don't know how much extra codeing that makes for Cheeseh and not sure it's really needed? (I actually don't like seeing them waist ammo on chairs & tables, Seems like I saw a cvar to turn that off, or maybe thats rcbot1, can't remember?) If they destroy the wall right away, it might be ok, but then you may rarely get to see them use a rocket on it? It just seems cooler to see them rocket things like this, and more realistic, not that this game is real... ![]() I think I would like it limited to rockets only, or rockets & nades only, if we are only going to get one type of breakable wpt? My preference is rockets only, cause we can use unreachables for nades... Regards, max |
Septien |
![]() ![]()
Post
#5
|
Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
Hi Pepois, Well, I think the only problem was detecting these walls & floors (bridge deck). They allready shoot other breakables like tables, etc, without wpts... 2 types of breakable wpts would give the waypointer the option to control what bots do, rockets only, or let all bots unload on the breakable, which would be a great option. But I just don't know how much extra codeing that makes for Cheeseh and not sure it's really needed? (I actually don't like seeing them waist ammo on chairs & tables, Seems like I saw a cvar to turn that off, or maybe thats rcbot1, can't remember?) If they destroy the wall right away, it might be ok, but then you may rarely get to see them use a rocket on it? It just seems cooler to see them rocket things like this, and more realistic, not that this game is real... ![]() I think I would like it limited to rockets only, or rockets & nades only, if we are only going to get one type of breakable wpt? My preference is rockets only, cause we can use unreachables for nades... Regards, max You're right Max!!! Rockets it should be then! Pepois |
madmax2 |
![]()
Post
#6
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
You're right Max!!! Rockets it should be then! Pepois Thanks Septien, then I think we agree ![]() By limiting it to rockets only, it gives players the chance to do it themselves, with rockets or nades. We don't want to have the bots do things so quickly, players don't get the opportunity. I don't think we need to limit the rocket bot in any way, cause he must get there alive first... max |
Septien |
![]()
Post
#7
|
Advanced Member ![]() ![]() ![]() Group: Members Posts: 70 Joined: 2-May 13 Member No.: 2,272 ![]() |
Thanks Septien, then I think we agree ![]() By limiting it to rockets only, it gives players the chance to do it themselves, with rockets or nades. We don't want to have the bots do things so quickly, players don't get the opportunity. I don't think we need to limit the rocket bot in any way, cause he must get there alive first... max Exactly Max! Rocket bots should be very precise and not waste the opportunity of reaching a breakable wpt and destroying it before getting shot etc. Besides the fact that if you have enabled bots to change classes in your config.ini you will not always have a rocket bot shooting at the breakable target(s). Pepois |
madmax2 |
![]()
Post
#8
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Exactly Max! Rocket bots should be very precise and not waste the opportunity of reaching a breakable wpt and destroying it before getting shot etc. Besides the fact that if you have enabled bots to change classes in your config.ini you will not always have a rocket bot shooting at the breakable target(s). Pepois Pepois, Yeah, I don't have mine set up to allow class changes. I'm set for even teams 7vs7, most of the time. There is 1 rocket class per team. New users likely wouldn't be set up that way though. I checked out your new rcw. In the first game I saw the axis rocket class hit the wall 3 times and destroy it. It seems they can hit the wall if they come up the nearest ladder from thier spawn. In another game the wall was destroyed, but I didn't see who did it, then I saw an allied rocket class coming across the bridge! I think he delt the final hit that did it? Then he used the breach to enter the fortress, nice... ![]() I looked at the rcw and saw you nocliped the breakable wpt into the wall, with openslater on each side, it seemed to work fine. I don't know this for sure, but there could be maps that have walls or floors that can only be destroyed from one side? I had an idea on how we could deal with the rocket loft, if there isn't an AI solution? We could have a rocket class only (rco) wpt to be used in combination with the breakable wpt. The waypointer would position the rco wpt at a location(s) where the target (breakable wpt) can be hit with rockets. So we would put the rco wpts either close or far away from the breakable, to account for the rocket arc. Rocket classes would not even see the breakable until they reach the rco wpt. They would only see rco wpts as a goal to goto (to destroy something). Then they would see the breakable & shoot... I suppose this could be done with or without a path to the breakable from the rco wpt. Rocket classes could proceed directly to the breakable once its destroyed if there's a path. Of coarse, I have no idea how much work this would be for cheeseh to add this? Anyways, good results with this wpt, it will even be better when the noaxis/noallies is working. I'm looking forward to seeing cheeseh's solution. If anyone can figure it out, he can... ![]() max |
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 10th August 2025 - 09:35 PM |