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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 ![]() |
Here is a converted Crystal2 Waypoint and Script. I think the script will be required for this to work properly. It's still sorta a WIP, but my last couple test runs seemed to work well. I didn't have any time to work on it the last week, until yesterday. I reworked the script and made a lot of changes to the rcwa. I initially tried to get this working without a script and had a waypoint that worked ok, but I could only get it to work if bots went to the puzzle area first, but there were still problems...
So with the script, bots now go to the 1st combat area, then the puzzle area, then the final combat area. In the 1st combat area, I had to remove all of the ammo/armor/health/weapon givetypes and replace them with important givetype and script it. This was to keep bots from returning there while playing the puzzle area, though a few bots may go there or cycle through there at a couple points, while playing the puzzle area. I haven't figured out why this is happening, I think I know when it is happening, but at least 1 bot will keep going to the puzzle area during these short periods. It seems to self correct once the next teleport is activated... So I think it will play well, so long as you play combat, puzzle, then final combat. Follow the majority of the bots if you don't know the map... I recommend 3 bots for single player... I put a lot of effort into this rcwa & script, and bots move all around the combat areas and can do some difficult jumps in the puzzle area, including the wall jumps near the puzzle crystal. A human player is required to complete the puzzle area. See the readme on playing the puzzle area... There may be an update at some point, but probably not soon? Have fun... ![]() ------------------------------------------------------------------------------------ [Edit] I play tested this and it seemed to work good, I didn't notice any long periods of time where I was waiting for bots to come to the correct areas. Bots seem to be going to the correct areas most of the time, with the script... I forgot to mention there may be an occasional bot going to the wrong area, but it will self correct and once the bot dies it will go to the correct area. The reason is the way the first 2 teleports and the last teleport are waypointed, those 3 teleports don't have teleport flags on them. With teleport flags, at the first 2 teleports, bots would stall at the beginning of the game with no goals until the teleports activated. I suppose I could of scripted an important wpt in the main junction area, but didn't? So what happens at these teleports without teleport waypoints is, bots can get pushed off the path to the teleport by multiple bots arriving at the same time. Bots that miss the teleport often just turn around and go through it, but sometimes choose another area, like going to the puzzle area early. It usually just happens at the beginning of the game or just after the final area activates, when all bots/players spawn at the same time and run to the teleports. The reason I can't put a teleport flag on the final teleport is because the path bypasses an intermediate room (some kind of worm hole simulation?) and is connected directly to the final area. So I bypassed a destination and a teleport, so its not correct for the teleport flag this way. This is the way I did it for the old rcbots, it works ok as is. Anyways, this is all minor and I haven't noticed it impact the game play at all. So just thought I'd explain why this happens, maybe a couple times during a game... I've uploaded an updated script & waypoint here (Release 3) (this one may get removed soon?): http://rcbot.bots-united.com/forums/index....ost&p=15275 Attached File(s) ![]() |
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Lo-Fi Version | Time is now: 12th August 2025 - 05:50 AM |