Converted Waypoints for RCbot-AngelScript, Updated & Tested for Git |
Converted Waypoints for RCbot-AngelScript, Updated & Tested for Git |
madmax2 |
Nov 11 2018, 08:33 AM
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#1
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
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Converted, Updated & Tested Waypoints for RCbot-AngelScript ============================================= Latest Update: 4-15-19 (* denotes latest update(s)) ============================================= These rcwa's are ready to add to the Git Repository, if you wish to do so... I will add all converted & updated/fixed waypoints here. Note, some waypoints may be WIP's and may get updated more than once. Added Royals Series (1,2,3,4) - 3-10-19 WIP's - sc_royals2 needs more work, bots make it as far as blooders pool Updated sc_royals1 - 3-23-19 fixes for vents & reworked pushables area, see post below for details Updated sc_royals2 - 3-18-19 bots can & do use grapple, blooders pool fixes, bots go full circle to end of map Updated sc_royals2 - 4-2-19 Improved blooders pool fixes, cavern jumps * Updated sc_royals2 - 4-15-19 Improved grapple & HT area, cavern jumps, navigation, more pickups, etc... Added Last Stand Series - 2-8-19 Updated original waypoints by Mard Updated Last Stand 1 & 3 (Last & Last3) - 2-27-19 Better navigation, shortcuts, HT/vent Updated Last2 - 2-25-19 - bots grapple at electric floor, use all shortcuts, & more... Deadsimpleneo2.rcwa - Only tested in Classic game mode. Bots will pick a game mode randomly, but I recommend picking the game mode you wish to play, then add bots from the Waiting/Ready room. Added Murks.rcwa - 12-1-18 Bots can play the whole map Added desertcircle.rcwa + script - Updated rcwa & script 2-17-19 Bots can play the whole map, fixed flag issue with script ================================================== Updated sc_persia.rcwa - 1-14-19 Bots can play the whole map, Lattice ladder fixed + other improvements Updated richard_boderman.rcwa - 1-13-19 Bots can play the whole map, ladders fixed Updated Intruder.rcwa - 1-13-19 Bots can play the whole map, ladders fixed (old info - Fixed issues at 2 ladders, few unreachables, reworked shack at beginning) Updated Infested2.rcwa - 12-1-18 Hotfix - disabled last long ladder so bots won't get in way of players Updated Quarter.rcwa - 12-1-18 Speed Update, so bots exit last 2 spawn rooms faster and get HMG better Updated sc_doc.rcwa - 1-20-19 Fixed ladders, Improved Cavern jumps, fixed ceiling switch, pry door faster - 2 bots can do it too, jumps for bot jam in passage way to pry door (old info - Fixed both HTs, vent ladder, doors better, Cheeseh's tweaks included) See the waypoint topics for these maps for more information... I should add, if others wish to add converted waypoints to this topic, they may do so. Please create a new topic for new waypoints, thanks... Note: If you are running a RCbot_AS Build Aug 19, 2020 or newer, you will need to replace some of the rcwa's in this post with the rcwa's from the hotfix_crouchjump_rcwa_pack.zip file found here (including shattered & psyko wpts): http://rcbot.bots-united.com/forums/index....ost&p=15252 I converted sc_psyko 4-2-20, bots no longer freeze in the spawn room. See this post to download... http://rcbot.bots-united.com/forums/index....ost&p=15144 I converted shattered 4-21-20, bots can play the map with player help, Updated 4-24-20 http://rcbot.bots-united.com/forums/index....ost&p=15164 Attached File(s) updated_rcwa_pack.zip ( 80.81k ) Number of downloads: 16009 |
madmax2 |
Nov 23 2018, 01:34 AM
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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 |
Warning, Massive post...
QUOTE I noticed they were all ganging up at the lattice bumping into each other and falling off Very good, that will be useful (wait_noplayer), might even help at the peg jumps... Most of my recent testing has been with only 2 bots, but I remember that happening in sc4.8 at that lattice, with more bots. Yeah, sometimes I purposely skip health/ammo/armor locations if they are a bit obsessed or greedy with it, or I may of missed some? A. About Unreachable wpts, is it ok to remove the paths and will it work outide the visibility range of the wpt, say a very high ceiling turret? Also, I've been placing them either under, above, or in front of the targeted enemy, should I be clipping them into the target, or will either way work? Yes, I'll check out your improvements to the wpt and add it to the pack... QUOTE I also added teleport commands now Great, teleport cheat will help a lot for testing... really needed this, thanks... QUOTE Also planning on adding a 'team up' waypoint, dunno how you'd feel about this B. Team up sounds good, bots can be very fast on some maps, and hard for some players to keep up with. So it could be useful to slow the pace, perhaps? For this we need to think about how it would work for survival mode, We wouldn't want the bot to wait for players or bots that will never come? Would there be a setting per "team up" wpt, for the number of players/bots to wait for? ------------------------------------------------------------------------------------------------------------------------- I'm Having a few problems on sc_doc map, i'll post some images when I can... Observed with 11-19 build, haven't checked the lastest build yet... 1. the bottom/crouching humantower bot won't move on, after a new path has been opened it could take, it will stay there frozen indefinitely. There are 2 HT locations in this map 2. bots are having trouble breaking some vent covers. I need to recheck this & i'll upload some images of the locations and a WIP wpt once I've confirmed it. I've seen them shoot some covers, but they may be having a problem crowbaring the vent cover? 3. When 2 bots collide in a vent, going opposite directions, neither bot is willing to back up & let the other one pass. This might be partly due to the waypoint placement (bots would back up in sc4.8, or suicide if they were truly stuck)? does this rcbot version need more waypoints closer together than the older rcbots, in long narrow places with no room to maneuver? 4. there is a usable laser turret in sc_doc bots are stuck shooting at, until a player uses it and exhausts its ammo, then bots will ignore it. 5. Forgot to mention, on sc_persia, I saw bots getting blocked & stuck to npc's in a few places, even happens in the first spawn area, and some doorways (that 1st shortcut by tank, a npc wandered over there more than once)... I've only seen it on sc_persia so far, I'll find out soon when I work on some other maps with friendly npc's. Increasing the wpt radius might help, but may cause problems at the jumps I just reworked, so i'm not sure I want you to do that? I never did try to order the npc to follow me. I think they eventually get loose, but I was noticing a drout of bots on occasion and that was the reason... |
Cheeseh |
Nov 23 2018, 05:21 PM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Unreachables, probably better putting them anywhere that is visible for bots to see, so if there are enemies on balconies, put them slightly in front. Unreachables shouldn't have any paths, if there are any , that's a bug.
Haven't implemented 'team up' yet , just an idea. Obvs. will need to be based on how many players are alive if it were to work. Unfortunately theres no way to set preferences except maybe a cvar. I think team up will be useful at points where there might be heavy grunts with miniguns. regarding humantower stuck bug , there is a timeout for the humantower task, but it might be too long. And maybe the new path is actually longer from the human tower area, in which case I'll nee to add extra cost for a humantower waypoint to the a* algorithm, which is easy. I've seen a few issues bots have trouble with vent covers, probably visibility and the fact they don't prefer crowbar. Will need to think about how a bot deals with colliding with each other in vents... If it's a useable laser turret, try putting tank waypoint where you can control it and bots can use it until it runs out maybe.... but they will only shoot if there is an enemy. there aren't any waypoint radius in HL1 rcbot but could be added at some point . Bots do try to avoid obstacles but only do so by strafing right , they don't actually check if the left is better yet... anyway , some things to think about Also not sure if I should make attacking a task, meaning the bots could be a bit more intelligent when attacking (i.e. they will probably stay still and move back and forward between cover waypoint), but bots won't attack then if they are doing other tasks by the way bots can open doors now with buttons so shouldn't need to put important waypoints at their buttons I added extra cost to human tower waypoints. Try out that one again that they got stuck at. |
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