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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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Post
#2
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Ok, here is release 3 rcwa & script for Crystal2. I tried to improve some things, mostly in the puzzle area. But I could not keep a bot from wandering or "leaking" into the puzzle area at the beginning of the game. Also, I spent so much time on other fixes/tweaks that I did not get to reworking the secret areas, so bots won't work there. I tested on 2 different PC's, and It seems bots are not as good at some jumps on the lower performance PC, weaker GPU & less memory, higher overhead (win 10), dual core 3ghz CPU (vs win7 quad core 2.6ghz, more RAM, much better GPU)! It is noticeable in the 1st grapple area, bots rarely miss the jumps there on the win7 PC, but on the win10 PC I can see more bots miss the simple jumps, mostly when they first go there.
----------------------- Summary of Changes ----------------------- crystal2.rcwa -------------- Puzzle Area: 1. Improved the jump from the sideways moving rock to the 1st platform by adding a new platform wpt & moving some wpts. I did nothing for the first jump to the sideways rocks, it is more dependent on the time bots arrive there, so they will still miss that jump the same as before. Any early "leaked" bots do have a better chance that they will get to the 1st or 2nd platform, so it is best that they do miss some jumps. It's likely only 1 bot will make it that far at the beginning of the map. If that happens, It should jump off the platform in a couple minutes or less, then go to the combat area. 2. Added the last grapple, the grapple left to the floating rock at the 3rd platform. Spent a lot of time to get this working, it was difficult. Single bots probably land on the rock about 50% of the time. They can ride the rock to the 3rd platform and make it across 95% of the time, to the left side button. It really depends on when the bots arrive at the grapple, as I'm not sure if they see the platform wpts behind the grapple & "swing" wpt. But it is fun watching them swing up high & land on the rock, or miss it ![]() 3. Made more adjustments/tweaks for the platforms/jumps to the 2nd & 3rd teleports, bots should be much better at finishing these areas the first time. 2nd boat jump should work better too. 1st Combat Area: I did fix the teleport in the 1st combat area so bots don't end up standing behind the teleport for a minute. They should go right through and exit to the garg area much better now (they won't stand in the exit now). Hub Room/Area: Added wait_noplayer flags at the teleports to help prevent bots missing the teleports, mainly to the 1st combat area, to reduce bots going to the puzzle area before combat was done. This mainly happens when the teleports first activate at the start of the map. It may help some, but it did not fix it. Also, bots occasionally missed picking up the barnacle gun, so moving the wpt, & the wait_noplayer seems to of fixed that issue. ------------- crystal2.ini ------------- 3rd platform left side button added #261 3rd platform left side navigation important added #306, extra incentive for bots to take the more difficult grapple 2nd shortcut teleport exit, navigation important #404, extra incentive for bots to use shortcut, but doesn't always work #260 important removed/replaced by #404 #424 important removed, wasn't needed after script/rcwa changes, bots make the platform jumps to the teleport near perfect now Release 2 is included in the zip in case you don't like bots grappling to the left at the 3rd platform, but Release 3 is better, overall... Attached File(s) ![]() |
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Lo-Fi Version | Time is now: 18th June 2025 - 11:45 PM |