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: 23033 |
madmax2 |
Feb 8 2019, 08:19 AM
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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 |
Added Updated Last Stand waypoints, original waypoints by Mard... (4 maps)
I will post some details tomorrow ... |
Cheeseh |
Feb 9 2019, 05:20 PM
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#3
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Added Updated Last Stand waypoints, original waypoints by Mard... (4 maps) I will post some details tomorrow ... cool I added some new commands CODE waypoint_cut waypoint_copy waypoint_paste waypoint_move1 waypoint_move2 cut/copy/paste just remembers the waypoints flags waypoint move1 / move2 will move the waypoint to a new location. Use move1 to select a waypoint first, and move2 to place it to the new location |
madmax2 |
Feb 9 2019, 10:23 PM
Post
#4
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
cool I added some new commands CODE waypoint_cut waypoint_copy waypoint_paste waypoint_move1 waypoint_move2 cut/copy/paste just remembers the waypoints flags waypoint move1 / move2 will move the waypoint to a new location. Use move1 to select a waypoint first, and move2 to place it to the new location Excellent, I will use this a lot... After playing through the whole Last series, I may need to do a bit more tweaking on some waypoints. Bots do good for most areas, just some things could be better. Last4 is good, just looking at 1, 2, & 3 now... Generally, for most all waypoints, I did a lot of path edits and removed some waypoints, there is more that could be done. And the new move commands will be great for fixing/improving waypoints like this. Also, removed a number of important givetypes, mostly on door buttons. Added some Unreachable wpts. Since the maps are survival now, most of the ammo has been removed or moved, some health/batteries changed too. While I fixed some of these locations, I left some unused ammo locations to keep bots going there. Bots do fine this way, but I may remove more & see how the do? Last4: Fixed all ladders so bots go up them well, get the RPG, bots will occasionally call a airstrike. Waypointed the new tower, so bots can go to the top & snipe/RPG the enemies below, then return tho the main area. Last3: Has the most wpt/path/ammo/health/armor/weapon edits, more could be done. There are 2 shortcut doors in this map that don't work by the use key, player must push against the panel to open the doors. I fixed this by putting a path through the panel to an important wpt, bots will open these doors at random, they can use the shortcuts once open. I don't have a checkground on the bridge atm, I may add that back on, still testing that area. I tried to improve the wpts at the rotating machine with platform wpts, but couldn't get it working better than what Mard had there, I did add an extra wpt there that helps a little. Bots do fairly well there as is, at least 50% success... The next area with the impact machine & HT into the vent was completely reworked due to a map change there. Bots can go in the vent & turn the machine on then come back out the vent, but they are a little slow at it, and they have a little trouble at the HT/vent ladder, but no permanent jam. I originally was going to leave this vent for players only, I'm still testing it and may change it again? Fixed it so bots can activate the laser & get the crystal, but they may not get the crystal the first time, which is ok.. Reworked the last ladder so bots can jump up to ladder and into vent, it may take a couple attempts... Last2: A number of changes/additions on this one too. The biggest changes are in the center & end of the map. I removed the armor givetype at the HEV charger in the 2nd half of the map, as they seem to multi-path & use some shortcuts much better without it. Bots can grapple into the elevator shaft & climb the cables to the top. Bots can grapple up to the generator controls, turn the generator off then jump back down, or use the shortcut door there when open. Turning off the generator usually is not fast. Bots would open the generator shortcut door, but they may of quit doing that when I got them using the other shortcut to the boss room more. Bots can jump across electrified floor and open the shortcut door, but they may not open the shortcut door until all the enemies are killed. There is a grapple wpt there too, but they only use the jump path atm. I have some ideas to improve this whole center area, so may update this wpt again. Fixed the last ladder in vent so bots don't get stuck there, and bots will go both ways in vent now. Some tweaks in the boss room and to end of map. Bots can end the map, but there is plenty of time for a player to end it too... Last1: Reworked some pathing in the 1st area, around the "tent/radio", and added a path over the tent (just for fun)... some tweaking here & there, and at the teleporter controls. At the next area, changed the HT at the wood plank to a jump wpt, single bots can now jump up, go over the top and open the door there, unassisted. Reworked the paths/wpts in this room so a crate doesn't block that door and bots won't spawn into the crate, haven't seen either for a while now, so hopefully it's fixed. The barney wpts there is currently not used by otis, I encountered a possible bug here and will post on that soon... For now, I added some wait & staynear givetypes there so bots protect otis from the 1st pit drone, that was killing him a lot, it seems to work most of the time. Right now, otis likely won't open the weapons room without player help, but may open the 1st 2 security doors if he survives. Fixed the ladder room to get the uzi, but bots won't use the uzi much? Bots can end this map, but there should be time for players too... For The first 3 maps, bots probably would work better if scripted, but I do like some random behavior in the bots too, as it gives the players time to figure out the map and do things. So I would need to think about that? |
Lo-Fi Version | Time is now: 5th November 2024 - 01:48 AM |