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> [Release] sc_persia waypoint, sc_persia rcw for sc4.7 (& sc4.6/4.5)
madmax2
post Jan 7 2013, 07:05 AM
Post #1


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[Edit 1-24-14]

SC_PERSIA waypoint updated and released for sc4.8/4.7... see post 2 for details...


Release2 rcw for sc4.8/4.7
Attached File  sc_persia_rcw2.zip ( 7.83k ) Number of downloads: 985


Release1 rcw for sc4.6/4.5
Attached File  sc_persia_rcw.zip ( 5.16k ) Number of downloads: 993


Here is an image as to where to crouch on the plank/board for the human tower jump, and boosting bots:

sc_persia_jump.jpg
http://www63.zippyshare.com/v/55410123/file.html

Original Post for first Release:
QUOTE
Here is a waypoint for the svencoop 4.7 (& 4.6) map sc_persia. It's a fun map tongue.gif . RCbot's can navigate the whole map, and press all the button's on thier own. But they are not waypointed to press some buttons immediately, giving the player a chance to do it. They will open all the shortcuts and end the map if the player doesn't do it first. smile.gif

The biggest problem for the bots is the human tower (HT) jump to the balcony. I tried a number of configurations, but none seemed significantly better than the others. They can make it, but will crater a lot. With this waypoint they will go through cycles where several bots will make the jump, then a period where many will miss. This was the "fast & loose" configuration, they get on the board to tower up quickly, but aren't very precise. A tighter configuration may look better, but didn't seem to give any better results. It would help if the bots had a straight level path to the HT waypoint. I do think the bot avoidance code in the newer versions is causing the bots problems when towering up, they seem to go off path some. I first noticed this working on the royals2 rcw, it had a straight path to the HT waypoint. I don't remember the rcbotbeta having this problem with HT waypoints. If I come up with something that works better, i'll upload an update.

The other 2 problem areas work ok now, the jump from the wall peg to the rope/roof, and the horizontal fence ladder. See the readme for more details.

Also, the bots can get stuck to the NPC's. Once all the enemies are dead in the first area, I recommend killing the friendly NPC's there. ph34r.gif

4 bots work well for testing bots, but I recommend 2 or 3 bots while playing this map. 4 bots arriving at the HT jump at the same time isn't better than 2 or 3 bots. Optimum is probably 3 bots for playing... boost up one bot then jump on the next one & go yourself, that will probably give the best game experience...

[edit 12-22-13] This rcw is not working as well as it should in sc4.8. Bots can't make the critical jumps they were making just fine, in sc4.7. I'm working on a fix, but it ain't easy. dry.gif

Have Fun smile.gif ,
madmax2
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genmac
post Jan 28 2014, 12:48 PM
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nice to see you cranking the SC wpts. gotta check this mod soon.
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