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> [Release] Suspension Waypoint, rcwa for sc5.x
madmax2
post Dec 31 2018, 09:45 PM
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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.

=================
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... wink.gif

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)
Attached File  suspension_rcwa3.zip ( 5.39k ) Number of downloads: 1203
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madmax2
post Jan 2 2019, 08:34 AM
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Thanks for those tips, I will try notouch again wink.gif

Build tested: e88b08910430ad64d8a4a612a023c7774ae455e0
Build tested: 9f4cbd34ddd83f3304342be66c48de5a88134203

ok, I haven't had time to go back and retest yet, will try to do that in the morning with new build? It was either the human grunts or enemy grunts, they would shoot one but not the other (all this was with notarget/godmode on bots). I think it was the human grunts they did not shoot, but a bit unsure unsure.gif ?

[EDIT] My mistake, they do attack both types of grunts. I think because bots are so intent on attacking the tanks they seem to ignor the nearby enemys at times. Seems like attacking breakables(tanks) is a higher priority than defending themselves from nearby enemies? I'm still testing the explosives on tanks issue. I did see one bot shoot an RPG in direction of a tank when I teleported it to the area...

They don't attack the tanks properly, they will shoot & knife them haha, but that does no damage. They need to use explosives. This is a class type map, so some bots may not have what they need to attack the tanks. grenades, satchel charges, RPG's can damage the tanks. I observed bots using RPG's on the grunt enemies, but they would not RPG the tanks. For a test I gave all bots grenades, again I never saw bots throw grenades at any of the tanks, but only at one of the grunt type enemies. I can't be 100% sure if they still had grenades left, but I think they should of thrown a grenade at one of the 3 tanks, but never saw it happen.

Here is some search info on the first 2 tanks, guess I didn't save it for the 3rd tank at end of map.
CODE
Suspension - 1st tank - bots shoot but not grenadeing

[RCBOT]pBreakable.pev.target != ''
[RCBOT]Breakable IS AN ENEMY
[RCBOT]681 : func_breakable frame=0 distance = 150.707504 (x=-44,y=-1536.5,z=110.5) visible=1,solid=4,angle.x = 0, angle.y = 0
[RCBOT]682 : func_tank frame=0 distance = 162.061966 (x=-55,y=-1505,z=168) visible=1,solid=4,angle.x = 2.646909, angle.y = 285.676208
[RCBOT]729 : env_sprite frame=8.97422 distance = 73.92614 (x=-19.864777,y=-1650.691406,z=186.107544) visible=1,solid=0,angle.x = 0, angle.y = 0

------------------------
2nd tank - bots shoot but not grenadeing

[RCBOT]1 : player frame=52.200245 distance = 0 (x=245.554443,y=-403.225586,z=132.366943) visible=1,solid=3,angle.x = -2.140503, angle.y = -119.981689
[RCBOT]72 : func_tank frame=0 distance = 177.618317 (x=159.810822,y=-558.589783,z=140) visible=1,solid=4,angle.x = 0, angle.y = 270
[RCBOT]74 : func_tankmortar frame=0 distance = 177.618317 (x=159.810822,y=-558.589783,z=140) visible=1,solid=4,angle.x = 0, angle.y = 270

[RCBOT]481 : path_track frame=0 distance = 192.947723 (x=160,y=-576,z=140) visible=1,solid=1,angle.x = 0, angle.y = 0
[RCBOT]563 : trigger_hurt frame=0 distance = 191.792282 (x=160.810822,y=-573.089783,z=105) visible=0,solid=1,angle.x = 0, angle.y = 0
[RCBOT]pBreakable.pev.target != ''
[RCBOT]Breakable IS AN ENEMY
[RCBOT]564 : func_breakable frame=0 distance = 191.142899 (x=160.810822,y=-573.089783,z=110) visible=1,solid=4,angle.x = 0, angle.y = 0
[RCBOT]565 : func_conveyor frame=0 distance = 177.618317 (x=159.810822,y=-558.589783,z=140) visible=1,solid=4,angle.x = 0, angle.y = 265.177399


Since we are talking enemy recognition, activist maps 1 & 2 have some issues too. 3rd map seems ok, I think? I set aside the activist maps to work on these new wpts, but in activist-1 notargeted bots will run right past the enemy barneys & otis's at the beginning, just like the old bots were doing way back on sc4.6 or 4.7? Just like the tanks on this map, on activist-2, bots won't grenade the Super-Mega Containment Zord (probably a reskinned GARG - bullets do little or no damage). I haven't fully checked the 2nd map, but I have activist 1 & 3 wpts nearly done, I probably could add those to the pack tomorrow or soon? Activist maps was almost 2 weeks ago, so an older build was used...
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madmax2   [Release] Suspension Waypoint   Dec 31 2018, 09:45 PM
Cheeseh   Happy New Year A new RCbot Angelscript waypoint f...   Jan 1 2019, 01:32 PM
madmax2   Thanks for those tips, I will try notouch again ;)...   Jan 2 2019, 08:34 AM
madmax2   Bump... :rolleyes: It's almost as if the bo...   Jan 3 2019, 06:57 PM
Cheeseh   /** Smaller factors are better */ float getEne...   Jan 3 2019, 10:48 PM
Cheeseh   Update: I've just fixed the bots now so they o...   Jan 4 2019, 05:33 PM
madmax2   Update: I've just fixed the bots now so they ...   Jan 4 2019, 07:19 PM
Cheeseh   Cool B) , I will try the new build today, thanks....   Jan 5 2019, 09:26 PM
madmax2   oreviosuly bots treated RPGS like sniper rifles, ...   Jan 6 2019, 01:20 AM
Cheeseh   I've made it so if the bots can't find any...   Jan 6 2019, 12:56 PM
madmax2   Thanks, I'll fix the wpt for that (remove the...   Jan 8 2019, 12:31 AM
madmax2   Build#: 6a6cd48643df99b0caa3198a6380ab718edf72e5 ...   Jan 8 2019, 09:05 PM
Cheeseh   hey, cool. the unreachables don't help them a...   Jan 8 2019, 09:31 PM
madmax2   Not yet, I'm working on it... Maybe by time ...   Jan 8 2019, 11:21 PM
madmax2   [b]The waypoint has been updated, see the first po...   Jan 9 2019, 11:35 PM
madmax2   The waypoint has been updated, again :blink: , s...   Jan 10 2019, 09:09 AM
Cheeseh   The waypoint has been updated, again :blink: , ...   Jan 10 2019, 01:05 PM
madmax2   Yeah i updated the ladder code. But maybe going d...   Jan 10 2019, 08:10 PM
Cheeseh   done some tweaks to ladder code now (again) for bo...   Jan 10 2019, 08:23 PM
madmax2   Build: 9553bfdcd03e06e8710ea85e11134fba576bb7ae T...   Jan 11 2019, 07:20 PM
Cheeseh   For sideways ladders try adding a waypoint that is...   Jan 11 2019, 10:20 PM
madmax2   I updated the waypoint in first post... It's ...   Jan 12 2019, 08:58 AM
Cheeseh   I will try to add trigger_push to the opens later ...   Jan 13 2019, 08:03 PM
madmax2   Thanks :) Decided to check some ladders in othe...   Jan 14 2019, 08:54 AM
madmax2   Build: 9553bfdcd03e06e8710ea85e11134fba576bb7ae O...   Jan 14 2019, 09:14 PM


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