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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 ![]() |
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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) ![]() |
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madmax2 |
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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 ![]() |
Finally, think I'm done with these for now...
![]() Last2 was updated a couple days ago... most notable changes are: Bots prefer to jump across the electric floor but will grapple there as well, and they will be more reliable at opening that shortcut door. Beyond that, bots will also open the laser room shortcut door better. In the last vent past the ladder, bots would sometimes get stuck looking down thru the side of vent (2 places) in the direction of the action below? Not sure why, as the crouch wpts looked fine and spaced close enough? Tried moving them and adding jumps but nothing worked to resolve the problem until I noclipped 2 normal wpts between 2 crouch wpts, kinda high and off to the side with auto-paths I left in (no cleanup to the paths). It looks messy but fixed the problem! They seem to pick up on a normal wpt about the point they would get stuck before. More improvements in the lift shaft to the barnacle gun. Added an important flag to a wpt near the gun, to stop some confusion the bots were having, due to no important goal available to them until they picked up the barnacle gun. A few changes in the boss room, to help bots move around the room better and they will use the teleports to the boss room, but not all the time. Last3 Updates: There were a number of fixes/improvements on this wpt, but there is one door bots will sometimes stop at and wait for it to close then open again before they go through, half the time they go right though it. It's not a major issue, and i've tried many things to fix it, but I think the door trigger is to close to the door, so i'm done with that. Today, added a minor fix for jump into vent at the boxes, with 2 fallback wpts added there. Added the checkground back onto the bridge but with some new jump down paths/wpts to the area below, so they may attack the voltagores or shoot down from above. Other wpt/path changes too... More work on the HT, it seems good & reliable now. I added a new approach wpt, straightened the approach, jump flagged the top wpt, and removed some extra paths from the top wpt so they are forced into the vent. It's definitely much better now. Bots will open that next shortcut door before the crystal room reliably (the shortcut to bypass the giant gear machine), if they go past it to the crystal room, they can go back to it and open it, and often do so. Added openslater back on crystal, bots won't pile up on glass anymore & will activate laser 1st time... ===================================================================== On both wpts, I used some fake ammo, health, or armor givetypes to get bots moving around rooms or going places or pressing buttons more reliably/better. It works well, but was a lot of trial & error. It may of been easier & faster to of scripted the main goals? So I may try that the next time, these wpts are working good w/o scripts now... I used the move commands to make some things work better, it solved some problems just realigning wpts. Like the "big" door on Last3, by moving the door wpts closer to the door buttons, bots no longer fail to open that door and it Only took a few seconds to make the change. What's nice about it is, I can now quickly make a change while the bots are running around and see if the change helps before saving it, and it doesn't disrupt the bots current paths. Anyways, enjoy, these wpts are final for now... ![]() |
Cheeseh |
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#3
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
great -- added to git now
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madmax2 |
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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 ![]() |
great -- added to git now ![]() Cheers man... ![]() I've been trying to convert my sc_psyko wpt, but bots seem to be having trouble with the openslater wpts. It's a hub map with 10 doors in the central room and I currently have 13 openslater wpts in it. Bots don't want to go through most doors unless I remove the openslater givetype. I'm trying to re-position them to see if that helps? Might have to make a basic test wpt & see if that changes anything. Think I may need to check the doors & bots with debug, as they will act confused in the central room until I remove an openslater. Got them making the lava & slime jumps/areas, also the ice area, and partly the cloud & sun areas. Still more work to do though. I'll do a few more tests on this, but if it continues to be problematic I'll just set it aside for now, and move on to some walkthrough maps I want converted... |
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Lo-Fi Version | Time is now: 20th August 2024 - 02:25 PM |