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> cp_egypt_final waypoints, Waypoints for this awesome TF2 Map!
MiroslavR
post Jul 25 2009, 07:14 PM
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cp_egypt_final waypoints
========================
Author: MiroslavR
Installation notes:
Copy cp_egypt_final.rcd and cp_egypt_final.rcw to your RCBot waypoint folder (C:\steam\steamapps\MyNick\rcbot2\waypoints\team fortress 2\tf\ - should be like my path)
Run TF2, load the RCBOT plugin, select map cp_egypt_final and it should work!

Author notes:
Please note that RCBot does not support control points yet, so the bots CANNOT capture them. They can only defend. By the way, the WHOLE map is waypointed and the bots can move properly (I've tested it; worked so far)! Bots can also return to resupplies, pickup health, ammo packs. Plus, the waypoints also contain spots to build sentries, teleporters and sniper spots! Also note that those are my first waypoints ever created for these bots... I hope you will like it; write any suggestions, ideas, bugs, etc. on RCBot forums -> Waypoint section -> cp_egypt_final waypoints!

BETA 2 is OUT - see the last post by me!

↓ Ignore attachment below, I just can't get rid of it.


Attached File(s)
Attached File  cp_egypt.zip ( 15.51k ) Number of downloads: 101
Attached File  cp_egypt_final.zip ( 13.73k ) Number of downloads: 102
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MiroslavR
post Jul 26 2009, 05:26 PM
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NEW VERSION IS OUT! Adds cp_egypt_final scripts so the bots can finally complete the whole map! They can do anything (I've been testing it). Also I've filled the map with more paths for bots to choose and fixed a lot of waypoints! Hope you'll enjoy it.

Attachment: Attached File  cp_egypt_final.zip ( 13.73k ) Number of downloads: 96


Cheeseh, what do you think about them? (I'm a newbie waypointer so I don't know if they are good or not) tongue.gif
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Fillmore
post Jul 26 2009, 09:56 PM
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QUOTE(MiroslavR @ Jul 26 2009, 05:26 PM) *

NEW VERSION IS OUT! Adds cp_egypt_final scripts so the bots can finally complete the whole map! They can do anything (I've been testing it). Also I've filled the map with more paths for bots to choose and fixed a lot of waypoints! Hope you'll enjoy it.

Attachment: Attached File  cp_egypt_final.zip ( 13.73k ) Number of downloads: 96


Cheeseh, what do you think about them? (I'm a newbie waypointer so I don't know if they are good or not) tongue.gif

I'm not Cheeseh, but I say that you can consider the waypoints successfull if the bots make it to stage 3 without players capping the points smile.gif
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MiroslavR
post Jul 26 2009, 09:59 PM
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QUOTE(Fillmore @ Jul 26 2009, 11:56 PM) *

I'm not Cheeseh, but I say that you can consider the waypoints successfull if the bots make it to stage 3 without players capping the points smile.gif

Yes, they do this without any help. smile.gif
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Cheeseh
post Jul 26 2009, 10:18 PM
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QUOTE(MiroslavR @ Jul 26 2009, 10:59 PM) *

Yes, they do this without any help. smile.gif

I would suggest that you add an "areas:" statement for each control point in the script, as you can then give things like sentry/sniper waypoints the available waypoint area that bots can use, otherwise, snipers, engis will try to look for waypoints that are in other stages. Also resupplies must be given the same area IDs to work effectively. see my dustbowl example
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