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> [Release] Quarter Waypoint, quarter rcw for sc4.7
madmax2
post Jan 13 2013, 07:20 AM
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[Edit 4-2-14] Quarter rcw Release3

Here is one more update to the quarter rcw, this should be the final release... I'm including 2 rcw's this time, the default is the fully updated waypoint, the alternate rcw is a slight improvement on the hotfix release.

Attached File  quarter_rcw3.zip ( 6.65k ) Number of downloads: 999

See post7 about adjusting "startarmor" for higher skill levels

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You may wish to try my modified bot_weapons_ini ? I made it for the infested maps, to increase uzi use at short to medium range:

[edit 9-15-15] I have made changes to the bot_weapons.ini, there are 2 ini's included now, see the readme for details on the weapon selection order. Uzi's are still high priority with both ini's.

Attached File  rcbot_weapons_ini_2.zip ( 6.19k ) Number of downloads: 1033


QUOTE
Quarter Release3 Changes:

Added wpts and paths so bots have more options for movement, defend/cover positions, and to pick up items, etc... In all four map areas...

Reduced & changed the objective wpts.

At the second spawn area with the HEV charger, changed & moved wpts away from charger. bots won't try to use it as much, but still do sometimes. They rarely get stuck on the charger now, and will let go on thier own if it happens. bots exit this spawn area quickly now.

At third spawn room (main computer), changed the door exit wpts so bots long jump through doors. I was trying to speed up the exits here, bots still get a bit wonky on the door-buttons, but I think this is working better in sc4.8...

Overall, i think this is the best waypoint for sc4.8 and it works ok in sc4.7 too.

The alternate rcw changes were mainly in the 3rd & 4th areas, added defensive cover positions and one objective near last turret. also removed paths to the 2nd area spawn charger, but bots can still reach it. I'm mainly including this rcw for sc4.7, it has the original wpt config at the main computer spawn room, which may or may not work better for sc4.7?

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Original, old post:
QUOTE
[edit 12-28-13] With the latest RCbot Builds for sc4.8 or sc4.7. Breakable defend signs have been fixed.... And bots Randomly freezing up is fixed...

I waypointed quarter for svencoop smile.gif , even though the bots have problems shooting at the defend signs sad.gif . This started out as a test rcw, but I ended up doing the whole map. It's not the way i'd normally waypoint this map. But because of the defend sign/breakables problem I tried to direct the bots away from the signs, as much as possible. I actually took a complete waypoint I made first, then hacked it up with one way paths, moved & deleted waypoints, etc. Bots will have problems but I think it is playable on easy, but not sure about other settings? See the readme included with the rcw for suggestions how to play this with rcbots.

I believe this may be the problem with the bots, but not sure? unsure.gif

QUOTE
Also, if you do decide to work on this, could you add something to prevent bots from targeting friendly func_breakables? Many maps now have you protecting breakable objects to win the level, and having bots destroy them sorta defeats their purpose. Entities should be considered friendly if their "classify" keyvalue is equal to -1, 1, 2, 3, or 10.


http://rcbot.bots-united.com/forums/index....p;hl=breakables

If the problem gets fixed, i'll upload a new & better rcw.

Have fun,
madmax2

[edit 1-14-13] After play testing this a few times, I decided to try & fix some things in the 2nd half of the map/rcw. On one game, while defending the computer point, I found myself all alone! Where were the bots? Well, the cowards had run for the hills laugh.gif (front door), and never returned, so it seemed. Anyways, i'm working on this, need to tweak & play test more, will update soon....

Also, I think the number of bots I recommend for each area may need to be lower. Maximum 6 bots in the last area seems to high, max 4 may be better. 2 may be enough for first half of map?

[edit 12-28-13] With the latest RCbot Builds for sc4.8 or sc4.7. Breakable defend signs have been fixed.... And bots Randomly freezing up is fixed...
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madmax2
post Apr 2 2014, 11:29 PM
Post #2


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See the first post for the latest quarter waypoints (Release3) for sc4.8 & 4.7. See the readme for more details & tips...

I haven't tried this yet, but setting "startarmor 100" in the map cfg may help bots get out of spawn rooms faster and make it easier to win, single player...

[Edit] Yeah, "startarmor 100" makes it way easier to win on easy difficulty. I had to play the first 2 areas without bots, then added 3 at the main computer area, and it didn't seem to difficult to win there! This should make medium difficulty playable with the bots. Bots will ignore the HEV chargers in the spawn rooms and exit faster.

For easy difficulty, try much lower settings & fewer bots, but they won't completely ignore the HEV chargers. Any startarmor may make the first area too easy to win with 1 bot, you may have to wait to add bots in 2nd or 3rd area depending on how low you set it? The key to winning on this map with the bots, is bots exiting the spawn rooms quickly to the battle. I think I've done all I can with the waypoint to accomplish that...

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Latest rcbot dll's...

For sc4.8... http://rcbot.bots-united.com/downloads/rcb...rapple_upd2.zip
Or the sc4.8 rcbot release2 from the rcbot website will work for this map too...

For sc4.7... http://rcbot.bots-united.com/downloads/rcbot_mm_sc47_3.7z
Or the rcbot feb. 2013 build will work work for this map too...
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I've been updating royals2 & royals1 rcws for sc4.8. Hopefully a release soon (within a week or two?)... rolleyes.gif

Enjoy...
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