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madmax2 |
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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 ![]() |
Happy New Year
A new RCbot Angelscript waypoint for the map Suspension by Hezus The waypoint is still a WIP, but the whole map is waypointed. The map was a bit of a challenge to wpt without notouch, as each area is seperated by teleports/warpzones. Now that the whole map is waypointed, I may want to recheck the spawn area, see if it can be improved. It works ok, but I wasn't sure if connecting a path all the way from the spawn area would work, it just uses an important wpt in the center to pull the bots in. I'm not sure if the osprey area moves to different locations? If not I probably could connect through the osprey, there are no wpts there atm... I still need to put in some unreachables too. ================= Update - Release2 ================= A bunch of additions & fix's... All ceiling turrets and a couple mini turrets have unreachable wpts now. The Apache path has them too. Most all Resupply crates have ammo wpts now. I skipped the first explosive crate because all bot classes will try to use them, but only engineers get ammo/explosives from them. Bots get slaughtered at the first explosive resupply crate, the other 2 are not a big issue or are better protected so engineers can use them, not that they can use trip-mines or satchel charges, yet... Bots can use all ladders fairly well now without taking fall damage. The last ladder was the biggest problem, it looks sloppy, but bots can get up and down it much better, even if there are collisions. This and another ladder have been completely reworked... The last ladder seems slippery to the bots, they want to skew to the left or right depending on how the wpts are placed, but it works well enough now... ![]() Did a number of wpt/path edits for better bot movement and to use cover places better... This may be the final release? There are some minor issues I'll post about later. Kinda want to work on other wpts before doing any more updates to this one... [Edit 11-23-20] For RCbot_AS builds Aug 14, 2020 or older. For newer builds get the rcwa in the hotfix_crouchjump_rcwa_pack.zip in main topic here: http://rcbot.bots-united.com/forums/index....ost&p=15252 Attached File(s) ![]() |
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Cheeseh |
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#2
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Happy New Year A new RCbot Angelscript waypoint for the map Suspension by Hezus The waypoint is still a WIP, but the whole map is waypointed. The map was a bit of a challenge to wpt without notouch, as each area is seperated by teleports/warpzones. Now that the whole map is waypointed, I may want to recheck the spawn area, see if it can be improved. It works ok, but I wasn't sure if connecting a path all the way from the spawn area would work, it just uses an important wpt in the center to pull the bots in. I'm not sure if the osprey area moves to different locations? If not I probably could connect through the osprey, there are no wpts there atm... I still need to put in some unreachables too. There are some issues on this map where bots don't recognize certain enemies, so it is probably impossible to win on easy. I did a test play last night and just made it to the 3rd area before losing all lives on easy, with 2 bots. I haven't worked on the wpt for a week, so after some testing i'll post about the specific enemy issues, hopefully later today. Thanks madmax.... Which enemies don't they recognise? I can probably put a fix in. Also the bots should know which teleport destination the teleport goes to as long as the waypoint at the teleport is a teleport waypoint and the teleport has paths to the destination(s). It may have multiple destinations based on which one is active, so multiple paths are fine to let bots know. Btw you can still "notouch" but just for limited time,, I think you can increase the respawn delay to increase the time |
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Lo-Fi Version | Time is now: 16th June 2025 - 11:37 PM |