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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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madmax2 |
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Post
#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Thanks for those tips, I will try notouch again
![]() Build tested: 9f4cbd34ddd83f3304342be66c48de5a88134203 ![]() [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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Lo-Fi Version | Time is now: 16th June 2025 - 01:46 PM |