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: 23902 |
madmax2 |
Jan 30 2019, 09:10 PM
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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 |
Sorry for late reply, I get busy at the end of the month...
I checked what you suggested, I don't think it will work. Active doesn't change on buttons or squad maker, and squad maker isn't present on the 1st flag. Angle y on the button does change but varies with the flag. At first I thought it was giving different readings when the flag was at the top, but then I realized if I wait long enough the value returns to zero! Here are the search's on the 1st flag... CODE 1st flag - at bottom ] as_command rcbot.search [RCBOT]1 : player frame=201.965088 distance = 0 (x=2817.24707,y=-2527.96875,z=132.009308) visible=1,solid=3,angle.x = -4.72229, angle.y = -69.906006 active = 1 [RCBOT]12 : momentary_rot_button frame=0 distance = 36.06044 (x=2828,y=-2548,z=160) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 0 [RCBOT]54 : env_sprite frame=13.409779 distance = 29.029301 (x=2800,y=-2548,z=120.009811) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1 [RCBOT]55 : trigger_setorigin frame=0 distance = 116.187103 (x=2824,y=-2528,z=248) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]79 : ambient_generic frame=0 distance = 98.542564 (x=2836,y=-2540,z=228) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]192 : env_sprite frame=13.409779 distance = 29.029301 (x=2800,y=-2548,z=120.009811) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1 [RCBOT]262 : trigger_multiple frame=0 distance = 23.085733 (x=2828,y=-2548,z=128) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1 at top ] as_command rcbot.search [RCBOT]1 : player frame=161.63208 distance = 0 (x=2817.24707,y=-2527.96875,z=132.009308) visible=1,solid=3,angle.x = -2.854614, angle.y = -68.131714 active = 1 [RCBOT]12 : momentary_rot_button frame=0 distance = 36.06044 (x=2828,y=-2548,z=160) visible=1,solid=0,angle.x = 0, angle.y = 64.806274 active = 0 [RCBOT]54 : env_sprite frame=12.355457 distance = 183.427017 (x=2800,y=-2548,z=313.521729) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1 [RCBOT]55 : trigger_setorigin frame=0 distance = 116.187103 (x=2824,y=-2528,z=248) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]79 : ambient_generic frame=0 distance = 98.542564 (x=2836,y=-2540,z=228) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]192 : env_sprite frame=12.355457 distance = 183.427017 (x=2800,y=-2548,z=313.521729) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1 [RCBOT]262 : trigger_multiple frame=0 distance = 23.085733 (x=2828,y=-2548,z=128) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1 I don't think there is much we can do, but change the flags to non-entity important points. I can test and adjust the wpt for that, see how they do... It doesn't totally ruin it for the players, when a flag sprite gets stuck, but it can mess the bots up, to where they aren't as much help. Last series is going well, the 2nd & 4th maps are probably ready, still need to retest the other 2. Last2 is the 1st map I tried the grapple with, took me a while to get some near vertical pulls working right, but it's good now... In order to get one working good, I had to noclip the landing wpt into the ceiling directly over the landing point, above & beyond the grapple wpt. Then they could land on the platform there. Raising the grapple wpt above the slime didn't help. The original landing wpt was on the platform so they would let go once they pass that height. So I thought Tarzan swing to a higher point is what worked... It feels like they need to pull a bit more to the grapple wpt? Other than that, grapple seems pretty good, I'll know more when I get to that royals2 map or the sectore maps... |
Cheeseh |
Jan 31 2019, 08:39 AM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
meant to say perhaps you can make the 'z' much lower for desert circle, because the flags will only move up if they are available, so even if it is like 1 unit above the resting position, bots will think it is complete, but the bots that are currently using the flag won't stop until the invisible button stops moving. So even if it is slightly high bots will ignore it, but when it reaches the bottom again bots will go to it.
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madmax2 |
Jan 31 2019, 08:25 PM
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#4
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
meant to say perhaps you can make the 'z' much lower for desert circle, because the flags will only move up if they are available, so even if it is like 1 unit above the resting position, bots will think it is complete, but the bots that are currently using the flag won't stop until the invisible button stops moving. So even if it is slightly high bots will ignore it, but when it reaches the bottom again bots will go to it. Ok, good idea, i'll try to get to that tonight while working on last series... [Edit] Yeah, this looks promising, set all flags to one unit above the bottom position. If flag gets stuck and they are killed, they won't cap it, but when a player caps it, bots will be able to cap the next incomplete goal. (Instead of getting stuck at one flag goal for the rest of the game.) Request: Would it be possible to add a waypoint_move command, one that retains the flags & connections? I think that would be very useful fixing waypoints, a big time saver. What do you think? |
Cheeseh |
Feb 1 2019, 09:05 AM
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#5
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Ok, good idea, i'll try to get to that tonight while working on last series... Request: Would it be possible to add a waypoint_move command, one that retains the flags & connections? I think that would be very useful fixing waypoints, a big time saver. What do you think? I can add "waypoint cut" and "waypoint paste", and it will try to keep the same waypoint ID as not to break scripts. If can't keep the same ID then it can issue a warning message about the new ID |
madmax2 |
Feb 1 2019, 09:09 AM
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#6
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
I can add "waypoint cut" and "waypoint paste", and it will try to keep the same waypoint ID as not to break scripts. If can't keep the same ID then it can issue a warning message about the new ID Excellent, sounds good... [EDIT] I don't need it now, for updating wpts, but could you also add the autowaypoint function back in? I autowaypointed Judgement with the old rcbot then converted it and edited it with rcbot-AS. It worked ok, but had some glitches using the old bot in SC5 Gotta sign off, past 1am here, and a travel day... Thanks Cheeseh... |
Cheeseh |
Feb 4 2019, 08:40 AM
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#7
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Excellent, sounds good... [EDIT] I don't need it now, for updating wpts, but could you also add the autowaypoint function back in? I autowaypointed Judgement with the old rcbot then converted it and edited it with rcbot-AS. It worked ok, but had some glitches using the old bot in SC5 Gotta sign off, past 1am here, and a travel day... Thanks Cheeseh... will try, will take a lot more effort than waypoint cut paste tho |
madmax2 |
Feb 5 2019, 07:58 PM
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#8
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
will try, will take a lot more effort than waypoint cut paste tho Guess I should of been more clear, the autowaypoint would be a nice addition, but it's not a high priority for me. I thought you could take the code from rcbot 1 or 2, but perhaps you have to re-write it in AS? The cut & paste wpt is more important to me, as I've seen a lot of situations that will be useful. So, just put autowayoint on the list of possible additions, for when & if you want to add it? The last series waypoints are taking a bit longer than I thought, ran into some problems that slowed my progress, but most of it is resolved now. Once I get last3 into shape, I should be able to add them to the pack. Last3 has an awful lot of wpts & paths, I've removed some of that... (btw, I may of come across a bug with barney wpts, I'll try to post the details soon, with some debug info) |
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