![]() |
![]() |
madmax2 |
![]() ![]()
Post
#1
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
=============================================
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) ![]() |
![]() ![]() |
madmax2 |
![]()
Post
#2
|
RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
-------------------------------------------------------------
Yabma Release 5 - rcwa + script (with vent fan fix2) ------------------------------------------------------------- Updated ![]() This should be the final update for yabma rcwa & script. I'm only testing at 1st vent and some possible changes in the secure access room there. So if those changes don't test out better than this, then this is final. I should know in a few days (I'll post results or update then). I'm done testing on any other part of the map... Many tweaks & fixes added. 4 bots will work, but I recommend 2 or 3 bots for better waypoint function and fun... Here are the main changes & fixes... RCWA Changes: * Bots will now turn off the vent fan. This is mainly to prevent a permanant blockage on the small fan, for players that don't turn it off. I have not had any permanent blockage in this vent since the last release. I did just make 2 path changes at the vent entrance because bots were bunching up more after adding the fan button back in; Even though the first bot almost always turns the fan off. The old pathing was causing some temporary blocks that would be annoying. So I'm testing it to be sure there are no permanent blocks at the fan... * Improved the next security room (with power box and secure access door button). Multiple Bots won't stall in there as long, and should move out quicker with the script. Both the power box & the secure access door is now scripted. In the event a bot manages to get past the big fan without turning it off, I put a bidirectional path at the secure access door so the bot will keep moving and open the secure access door, and loop back though the vent. This is to prevent bots from freezing up if they don't see & break the powerbox (scripted). I'm still testing some changes in this area, but this may be the best I can do... * beyond this point there are a few door improvements. I found on some of the automatic doors, bots go though them better with a longer path through the door, so they do a button press long before they get to the non-button doors. I moved wpts at a couple doors and where bots drop through the floor. * Added a couple more waypoint fixes in the elevator shaft, where I saw 2 bots stick at 2 un-used ladders, and they sometimes stop at the top of the long ladder when they first see an enemy at the desk. * fixed most of the door button spamming at the Black Mesa reception desk, where you get the M16 & ARnades. Bot movement is more fluid there and they usually go right in to the security room, unless colliding with other bots. * A few more door and vent fixes/tweaks, and at the blowable steam pipes. Slightly improved bot movement in the final area and fixed the RPG pickup there (bots were staying at the RPG for to long, due to a forced oneway path there)... Default Script (yabma.ini): Now fully scripted through the vent/fans area, steam valve, and up to Security Overide button. I mainly wanted to stop the bots from looping through the floor/hole area, but it doesn't help much. Bots go back there for weapons & ammo... yabma_ALT.ini: older alternate script you can try for comparison, it will work with this rcwa even though it generates a script error. This was going to be the script, until I added the access door button to the new script. Note: I haven't tested without a script, but the rcwa should work ok. Bots may not press the big fan button as well. One issue I tried to correct/fix but didn't, is bots spam pressing the automatic door at the room with the battery (Dr. Newell's office). The only way to fix it would be to remove the armor wpt on the battery, then they won't get the battery. See the readme for additional details... In the default script, you can change how/when the bots open the Secure Access door by moving the hash# mark. CODE # 72, 57, 453, null, null, null #Secure Access door optional 72, 73, 453, null, null, null #open Secure Access door then break powerbox WID#72 = powerbox wpt WID#73 = Access Door Button Bots don't always see either at times, but the script as is, makes them usually open the access door first. If they don't see the powerbox they might circle through the vent again. Often 1 bot will do that, but usually not 2 bots. I only ran them through there about 10 times last night and it seemed good, I think they did the door first every time. The other option had way more testing and worked ok too. With that option bots may break the powerbox before opening the door, or open the door first. If they break the powerbox first, they might not open the access door right away. But more often, I think they will open the door first, but its a little bit random, like the yabma_ALT.ini is random too. I think it is ok this way, it's not really part of the main path, and the door is opened first, the majority of the time. I'm not sure which option has more circling through the vent? [Edit 6-18-21] added 2 paths for vent & secure access room ... still testing this area... Attached File(s) ![]() |
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 11th August 2025 - 07:11 PM |