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
Post
#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: 23006 |
madmax2 |
Nov 24 2018, 01:22 AM
Post
#2
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
QUOTE 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 latest 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 bla bla bla... Ok, I did more testing today on sc_doc, this time with the 11-22 build, still one version behind... Need to add new information... QUOTE I added extra cost to human tower waypoints. Try out that one again that they got stuck at. #1. is currently the biggest problem for bots in this map, but at the first HT, I have seen them get up & move on, but not often... I'll check with the new build... 1st Human Tower 2nd Human Tower QUOTE I've seen a few issues bots have trouble with vent covers, probably visibility and the fact they don't prefer crowbar. #2. VENT Covers, there is something weird going on with this map that I never saw with sc4.8. This may not be entirely the bots problem? I've been noclipping ahead of the bots to check, but at the 2 locations i've seen bots unable to break vents, sometimes the vent covers are present, and sometimes they are not present!! So when the covers are not present, they can pass thru these areas, but when they are present, they do not try to break them, as if no cover was there. Not all covers are doing this, I have seen them shoot covers and occasionally heard them crowbar a cover on this map. There is a third vent cover where bots press a button to open it, sometimes the cover slides open at that point, other times I hear it slide open, but the cover is still present, bots will shoot it to break it, so it doesn't block the bots progress either way... So this may be caused by a map bug?? QUOTE Will need to think about how a bot deals with colliding with each other in vents... #3. I have partly resolved the bots colliding in this vent by adding a wpt just inside the vent (it wasn't needed in sc4.8). There were 2 places in this vent where bots could collide & get stuck, right at the entrance (fan section blows bots backwards)(seems fixed by new wpt?). The 2nd place was on a ladder, this may not be fixed yet? The sc4.8 bots are better at avoiding problems like this. On sc4.8, most of the time I didn't use ladder flags (or only one ladder flag at the top) in vents, and that worked well to prevent permanent jams in vents. That is not working 100% at this ladder, but I'm thinking your new wpt type may help here "wait_noplayer", I'll let you know. Fan Vent QUOTE 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. #4. This is definitely happening, it's not a game breaker. I've had a tank wpt on this laser cannon since sc4.8. I saw a bot go to it but not fire it, but there is a large number of enemies in the room to distract them. But after all enemies are dead they continue to shoot at it until I empty it... Laser Cannon / Turret QUOTE 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... #5. Okay, I haven't had a chance to check persia with new versions yet... But perhaps some avoidance code improvements will be done... QUOTE 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. Okay, Got it... QUOTE by the way bots can open doors now with buttons so shouldn't need to put important waypoints at their buttons Oh good, been wanting this, thankyou... |
Lo-Fi Version | Time is now: 4th November 2024 - 09:22 PM |