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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 ![]() |
Updated sc_royals 1 again.
Fixed a minor issue I induced at the spawn, bots trying to go through the ground (openslater). More work on vents & tunnel, added ammo & armor, re-positioned several wpts for smoother navigation & less sticking/jams. New wpt configuration at end of 1st vent to help bots get past pushable boxes. Players can break the boxes, but bots won't. New wpts/paths at end of map to make bots less focused on the buttons in the control room and move around the whole area (crane room - important wpt added & wpt adjustments), they are more robust, better action. Removed a wpt in the wall in crane room left over from a old version (wasn't causing any problem tho). Moved the important wpt slightly closer to the plunger so bots will blow the ceiling a little faster at random. It may happen quickly sometimes, a single bot may do it now, but it should take some time for a bot to use the plunger most of the time. I don't want the bots to end the map to fast, so players can have fun in this area of the map. While this rcwa is much better than the last release, I may need to look at the 1st vent again for bots hanging in there on occasion. I don't think there is any permanent jam in the vent, and I changed the wait_noplayer & vent entrance to minimize any problems. Need to do More testing for that, just ran out of time. |
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 ![]() |
Thanks ... Will check them out soon hopefully and put them in the git. Still havent implemented auto waypointing. Just improving the auto pathing as u may have noticed before i can start on full auto waypoint system
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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 ![]() |
I've updated sc_royals2, but it's probably not final? Bots can now make it to the end of the map (full circle). Bots can grapple and will get the grapple. I know they can make it through the blooders pool when notarget is on, but I am still working on this area and need to compare this wpt to my current wpt.
With the current wpt, I've done some drastic changes in the blooders pool area, adding & moving wpts. I think it may be better overall at the blooders pool, but not sure? Needs further testing & tweaking... I may update this wpt again in the next few days? Thanks ... Will check them out soon hopefully and put them in the git. Still havent implemented auto waypointing. Just improving the auto pathing as u may have noticed before i can start on full auto waypoint system Thanks, I can wait for autowaypoint, it's not a high priority for me... I do have another request tho... ![]() bots_dont_shoot would be a big help at the blooders pool, if it's not difficult to add? I think the jumps are close now, just hard to be sure whether they are attacking, or missing the jumps? |
Cheeseh |
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#5
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
added "don't_shoot" command
also tweaked sc_royals 1 slightly at the vent exit - bots were moving too slowly/getting stuck - put them on git |
madmax2 |
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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 ![]() |
added "don't_shoot" command also tweaked sc_royals 1 slightly at the vent exit - bots were moving too slowly/getting stuck - put them on git Build: 013d60406ba48cc7ca5128a6af7f09c06b2f985e Thanks, but I can't seem to get the don't_shoot command to work ![]() CODE as_command rcbot.don't_shoot as_command rcbot.dont_shoot [m00]cow as_command rcbot.don't_shoot [m00]cow as_command rcbot.config_don't_shoot as_command rcbot.bots_don't_shoot Bunch of others... What should the full command syntax be? Yeah, as for sc_royals1 vent, I had a complicated wpt config there, trying to get the bots to at least push the double stacked crates to the corner, so they could pass between the crates without pushing them down the hallway. It worked maybe 70% of the time, but not 100%. It did induce a problem with an occasional bot stuck at end of vent (because the path out of vent went to the right & not the left). I thought I had fixed the stuck bot with another wpt/path noclipped in wall/vent there, but perhaps not, i saw a bot standing there today. The reason I didn't want them to push the boxes down the hallway is sometimes they would get trapped there for a short while, maybe as long as a minute? But most of the time they manage to slip by the boxes plugging the hallway, or they are destroyed by enemy fire. So it's really not a big problem, cause players will just break the crates. So, it was a unnecessary fix, and wasted time... This does bring up some pushable issues I wanted to ask about... ![]() 1. does the pushable wpt actually do anything, and should I be adding them into wpts, or removing them from old wpts? bots seem to push without them... 2. I've been seeing bots walking a long time after they contact a pushable, it seems more noticeable with my wpt config at the end of the vent. It may no longer happen with the git wpt, I didn't notice it on 4 tests. With my wpt, there was a pushable wpt in the far corner from the vent that would always be blocked from view when the bots push it there. You removed that wpt from the git wpt. I'm not sure if it is the wpt positioning or just the fact that the pushables are not destroyed as much with my wpt? I do know if the pushables are destroyed, the walking thing stops happening. Any idea what is causing the walking after contacting or seeing a pushable? 3. perhaps, have bots swing their crowbar a few times, if there is no forward progress after 20 or 30 seconds? since pushables are often breakable. Not sure if this is a good idea though, some may be explosive? But I think if a pushable is required to finish a map, it won't be breakable. |
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Lo-Fi Version | Time is now: 23rd August 2024 - 05:32 PM |