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GR44 (H.E.C.U)
post Nov 23 2021, 07:39 PM
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By any chance can someone make waypoints for this map (or mode if you prefer), I find it awesome, I can't believe it was missed and nobody made request by now. That file that is attached is just my attemp to do test (all the waypoints in the file was created automatically with rcbot.waypoint_add) and bots can choose team and class, they can move on the map but that's all, they can't recognize enemy, they don't use weapon and etc, they don't do anything but moving on the map, so someone who knows what is doing (most likely with good skills) have to start from scrach I guess (most likely) and one day we can enjoy this map offline


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Attached File  ctf_warforts.rar ( 2.5k ) Number of downloads: 906
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madmax2
post Nov 28 2021, 07:44 PM
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I tried a couple tests with quota 6, and it seemed to work well. Bots joined slow enough. I only saw 1 bot hang on the teleport door ( team choice )! I do have 1 fallback wpt there which helps some. I tried adding openslater and 2 important flags at the start buttons, but it was worst results. Adding with quota worked better than I expected. wink.gif
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Cheeseh
post Dec 4 2021, 02:45 PM
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QUOTE(madmax2 @ Nov 28 2021, 07:44 PM) *

I tried a couple tests with quota 6, and it seemed to work well. Bots joined slow enough. I only saw 1 bot hang on the teleport door ( team choice )! I do have 1 fallback wpt there which helps some. I tried adding openslater and 2 important flags at the start buttons, but it was worst results. Adding with quota worked better than I expected. wink.gif


You can probably make a script to make the bots pick up the flag for now. Make two waypoints, one for each team on each flag (i.e. one for flag and other for capture). (If Flag is visible make the important waypoint at the flag valid , otherwise make the other side valid)
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madmax2
post Dec 6 2021, 02:06 AM
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QUOTE(Cheeseh @ Dec 4 2021, 06:45 AM) *

You can probably make a script to make the bots pick up the flag for now. Make two waypoints, one for each team on each flag (i.e. one for flag and other for capture). (If Flag is visible make the important waypoint at the flag valid , otherwise make the other side valid)

Good idea, but I could not get it to fully work, because I could not find an entity change at the flag post. I mainly tested with the env_sprite. I checked visible on all entities at the flag posts, and none of them change. I had some confusion at first, because I saw some entities removed sometimes, so I wrote a script for that but it did not work! Then I realized what was happening. The entities are not removed, they move to the dropped flag location (they do move back to the flag post when the flag is returned). I did not try x,y,z yesterday, since it did not appear to change while a bot carried the flag (player/bot glows). The env_sprite is still at the flag post until the flag is dropped, then env_sprite moves to the dropped location and x,y,z changes. So I think that happens to late to be of use?

I tried this in the script:

CODE
#WID, prev, entity search, parameter, operator, value

# Spawn Room
3, -1, -1, null, null, null
4, -1, -1, null, null, null

# Yellow flag post - does not work, visible does not toggle and ent is not removed
# 127, -1, 91, null, null, null
127, -1, 91, visible, =, 1

# Blue flag post - does not work
# 23, -1, 85, null, null, null
23, -1, 85, visible, =, 1

Search at yellow flag post (flag present)

CODE
[RCBOT]ID = 127 FLAGS = ,important

[RCBOT]1 : player frame=60.823837 distance = 0 (x=-7.166979,y=-1695.699341,z=-3146.781006) visible=0,solid=0,angle.x = -6.785889, angle.y = -104.39209 active = 1
[RCBOT]58 : func_illusionary frame=0 distance = 173.956467 (x=0,y=-1728,z=-2976) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]86 : trigger_multiple frame=0 distance = 27.725048 (x=0,y=-1696,z=-3120) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 0
[RCBOT]87 : monster_furniture frame=38.439713 distance = 53.669285 (x=0,y=-1696,z=-3199.96875) visible=1,solid=2,angle.x = 0, angle.y = 315 active = 0
[RCBOT]88 : ambient_generic frame=0 distance = 38.801033 (x=0,y=-1704,z=-3184) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]89 : ambient_generic frame=0 distance = 40.191807 (x=8,y=-1696,z=-3184) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]90 : info_target frame=0 distance = 37.90395 (x=0,y=-1696,z=-3184) visible=1,solid=0,angle.x = 0, angle.y = 270 active = 1
[RCBOT]91 : env_sprite frame=0 distance = 37.90395 (x=0,y=-1696,z=-3184) visible=0,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]92 : trigger_multiple frame=0 distance = 27.725048 (x=0,y=-1696,z=-3120) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 0
[RCBOT]297 : func_illusionary frame=0 distance = 37.90395 (x=0,y=-1696,z=-3184) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]361 : func_illusionary frame=0 distance = 75.12426 (x=0,y=-1696,z=-3072) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1


Update (partial solution):

I checked x,y,z today and y will partially work. Bots won't know where to go with the flag until the flag is dropped once, each time the flag is taken from the flag post. A second bot that picks up the dropped flag will be able to capture the flag, but they may wander to ammo/health first...

This will partly work for blue team taking yellow flag with the current rcwa:

CODE
#WID, prev, entity search, parameter, operator, value

# Spawn Room
3, -1, -1, null, null, null
4, -1, -1, null, null, null
# Yellow flag post
127, -1, 91, y, >, -1696
23, 127, -1, null, null, null


So a player could play on yellow team as the flag carrier, but blue team bots would have to pick up the dropped flag before they would know where to take it...

Is there a way to assign team in the script, or waypoint? I can't find it...

So I will add in 2 more Important wpts at the flag posts to get it working the other way. Without team assignment bots won't know which flag post to go to first, but may be it will be ok. This should be better than no script...

If this works ok, i'll expand the rcwa to some un-waypointed areas...
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Cheeseh
post Dec 7 2021, 06:27 PM
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It was a bit of a longshot I guess. Since there's no team specific script, perhaps that could be implemented in future.

team waypoint flags were removed as they were previously deemed unnecessary and made way for new waypoint types. team waypoints could be implemented differently in the future however without using waypoint flags.

Thanks for the hard work trying it out smile.gif
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Posts in this topic
GR44 (H.E.C.U)   ctf_warforts waypoints   Nov 23 2021, 07:39 PM
madmax2   Hi GR44, I made an incomplete test rcw for sc4.8 ...   Nov 24 2021, 07:25 PM
madmax2   Ok, here is a functional test rcwa. I fixed the sp...   Nov 24 2021, 10:59 PM
GR44 (H.E.C.U)   Ok, here is a functional test rcwa. I fixed the s...   Nov 25 2021, 02:16 AM
GR44 (H.E.C.U)   Ok, here is a functional test rcwa. I fixed the s...   Nov 25 2021, 05:36 AM
madmax2   I tried a couple tests with quota 6, and it seemed...   Nov 28 2021, 07:44 PM
Cheeseh   I tried a couple tests with quota 6, and it seeme...   Dec 4 2021, 02:45 PM
madmax2   You can probably make a script to make the bots p...   Dec 6 2021, 02:06 AM
Cheeseh   It was a bit of a longshot I guess. Since there...   Dec 7 2021, 06:27 PM
madmax2   I went ahead and expanded the rcwa to the perimete...   Dec 8 2021, 09:23 PM
GR44 (H.E.C.U)   I went ahead and expanded the rcwa to the perimet...   Dec 10 2021, 05:56 PM
madmax2   So the bots to go properly on this map it's n...   Dec 11 2021, 06:13 AM
danylopez123   Quick question: With the Tom's build, will it ...   Dec 14 2021, 05:42 AM
madmax2   Quick question: With the Tom's build, will it...   Dec 15 2021, 05:39 AM
GR44 (H.E.C.U)   No, it doesn't seem to use the ini files when...   Jul 10 2022, 08:19 PM
madmax2   I just tried the last file you uploaded but it se...   Jul 14 2022, 03:27 AM
Cheeseh   Hi Madmax - how can bots repair turrets ? Possibly...   Aug 9 2022, 09:54 PM
madmax2   Hi Madmax - how can bots repair turrets ? Possibl...   Aug 10 2022, 06:49 AM
Cheeseh   Thanks. Will look into bots repairing "sentri...   Aug 12 2022, 06:54 AM
GR44 (H.E.C.U)   No, it doesn't seem to use the ini files when...   Jul 10 2022, 08:22 PM
madmax2   Here is another release for warforts. This was sor...   Feb 8 2022, 06:07 AM
RoboCop   Thanks!   Feb 10 2022, 07:43 PM
GR44 (H.E.C.U)   Any updates, any added functions to the bots that ...   Oct 6 2023, 06:34 PM


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