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> Desired Additions to Waypoint Editing
Cheeseh
post Jul 12 2009, 07:01 PM
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Hi all.

I am willing to accept some additions to the waypoint editing to make making waypoints easier.

At the moment I added a "copy" and "paste" function for the next version,

I also added drawtype 2 which shows waypoint info on every nearby waypoint, which can be useful

but anymore simple to implement additions are welcome that can help with editing waypoints.
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DrPuffinKind
post Sep 4 2009, 06:03 PM
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i would like a way to force bots to focus on uncapped points before falling into the normal cap/defend scripting... on many custom maps the 2 teams start each owning a point and there are 1 to 5 uncapped points that they race to cap before fighting to gain control over the rest... with one uncapped point this is ok, but with more u face a problem... if u script the bots to defend/attack as normal, as soon a team caps a point the other team runs to attack that point, or just mills about (depending on areas and such)... if u take that mandatory defend line out of the script (this is how i got cp_orange_x3 to work) the bots push through the rotation to ultimately finish the map by capping all points, but the game is decided by who capped the middle point first... that team will focus on attacking next point and defending middle point, but opposition will not defend previous points so they will ultimately lose... most of the time....

am i overlooking an approach to this problem?... maybe... im new to this...

if not, then a waypoint that took precedence over the defend command until all uncapped points have been capped, would be sweet..

my 2 cents

edit: would also be nice if there was a way to direct snipers to aim in a general direction... maybe a special waypoint that links to a certain sniping point and the snipers point at it... or some such thing...
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Fillmore
post Sep 12 2009, 06:48 PM
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QUOTE(DrPuffinKind @ Sep 4 2009, 06:03 PM) *

i would like a way to force bots to focus on uncapped points before falling into the normal cap/defend scripting... on many custom maps the 2 teams start each owning a point and there are 1 to 5 uncapped points that they race to cap before fighting to gain control over the rest... with one uncapped point this is ok, but with more u face a problem... if u script the bots to defend/attack as normal, as soon a team caps a point the other team runs to attack that point, or just mills about (depending on areas and such)... if u take that mandatory defend line out of the script (this is how i got cp_orange_x3 to work) the bots push through the rotation to ultimately finish the map by capping all points, but the game is decided by who capped the middle point first... that team will focus on attacking next point and defending middle point, but opposition will not defend previous points so they will ultimately lose... most of the time....

am i overlooking an approach to this problem?... maybe... im new to this...

if not, then a waypoint that took precedence over the defend command until all uncapped points have been capped, would be sweet..

my 2 cents

edit: would also be nice if there was a way to direct snipers to aim in a general direction... maybe a special waypoint that links to a certain sniping point and the snipers point at it... or some such thing...

"Sniper"givetype used to do that,but after adding the "bots look around" thing,snipers don't aim where their supposed to,instead they aim all over the place.
And for your removal of "defend"
When bots aren't told to defend points,they bumrush the other point they want to cap next.
defend's a good thing to have,but it can strech out some maps for almost an eternity(I waypointed and scripted orange_x with defend spots,game ended after a 45 min Overtime)Bots don't react(in time) to enemy bots spawning right in their face,and blowing them into oblivion.
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Posts in this topic
Cheeseh   Desired Additions to Waypoint Editing   Jul 12 2009, 07:01 PM
Fillmore   Hi all. I am willing to accept some additions to...   Jul 12 2009, 07:31 PM
Cheeseh   Will you try to add multiperson waypointing for l...   Jul 12 2009, 11:35 PM
Fillmore   Unfortunately I can't do that due to engine l...   Jul 14 2009, 12:17 PM
Geralt   It would be handy to have a command that can move ...   Jul 12 2009, 11:37 PM
Cheeseh   It would be handy to have a command that can move...   Jul 13 2009, 01:07 AM
Cheeseh   Hi geralt . Yeah seems like a good idea . Sjru ....   Jul 13 2009, 02:20 PM
Sjru   Hi there, if that's the case, can you add auto...   Jul 14 2009, 12:22 AM
MiroslavR   Hi there, if that's the case, can you add aut...   Aug 24 2009, 12:33 AM
wyn10   Add a function to add easy waypointing for cp maps...   Sep 2 2009, 11:58 PM
Cheeseh   Add a function to add easy waypointing for cp map...   Sep 3 2009, 07:07 PM
DrPuffinKind   i would like a way to force bots to focus on uncap...   Sep 4 2009, 06:03 PM
Fillmore   i would like a way to force bots to focus on unca...   Sep 12 2009, 06:48 PM
DrPuffinKind   "Sniper"givetype used to do that,but af...   Sep 12 2009, 08:04 PM
Rhett   Nice =P Didn't see anything like this, so, as...   Sep 28 2009, 04:53 AM
Cheeseh   Nice =P Didn't see anything like this, so, a...   Oct 2 2009, 02:10 PM
NifesNforks   I think its "rcbot pathwaypoint disable...   Oct 2 2009, 01:38 PM
NifesNforks   Ah, that kind of disable all connections, my bad.   Oct 2 2009, 03:49 PM
Rudolf_Hess   Waypoint menu of sorts Dunno if these are needed ...   Oct 30 2009, 08:23 PM
der.zoomer   + also show connections between path nodes that ar...   Nov 8 2009, 12:58 PM
Cheeseh   + auto show info about a path node you are standi...   Nov 9 2009, 08:12 PM
der.zoomer   A nice addition for waypointing would be a waypoin...   Nov 16 2009, 04:03 PM
Cheeseh   A nice addition for waypointing would be a waypoi...   Nov 16 2009, 05:02 PM
der.zoomer   Another suggestion: command to reload scripts   Nov 29 2009, 02:04 PM
Sjru   Could you release a feature that can customize the...   Dec 8 2009, 01:10 AM
DrPuffinKind   Could you release a feature that can customize th...   Dec 8 2009, 02:13 PM


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