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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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RoboCop |
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#121
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![]() RCBot Fan ![]() ![]() ![]() ![]() Group: Admin Posts: 192 Joined: 17-December 15 From: Dundee, Scotland Member No.: 2,435 ![]() |
Nice work!
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madmax2 |
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#122
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Thanks, try this out...
![]() --------------------------------- Release 3 - yabma.rcwa + script - See next post for Release 4 ... --------------------------------- Again, Tweaked/moved/added wpts at several areas throughout the map. Mostly for better navigation or sticking/stuck bots, vents & doors, etc. * Most testing done with 3 or 4 bots to force problems at choke points (vents, doors ladders). Waypoints added at these problem areas has corrected/improved these issues. Most of these problems didn't happen much with only 2 bots... I still recommend no more than 3 bots, because of the tight narrow areas. 4 bots will work, but expect some collisions and temporary jams at the choke point areas. * The Big Fan & vent area has had changes that greatly improves bots navigating that area. I could not improve where bots duck under the fan, but they are much better at using the wall ladder and jumping from the top of the fan (they now jump from the center axis of the fan with almost 100% success). Bots will fall if the fan stops in a couple positions, but they will get through the area once they decide to use the ladder. Bots no longer stall at the next vent grate with head-crabs... They are better moving into the vent and usually don't stop inside it now. * Added waypoints in the test labs area to help with multiple bots entering & leaving that room. * Some tweaking in the final area too... * Script: just helps bots press the fan button better, nothing more... The script is optional... 1 or 2 issues remain, not sure if I can do much fix them, so this may be final? Bots kinda stall at the point where they duck under the fan blade. This is more apparent with 4 bots, bots bunch up there. I don't think it was an issue with 2 bots? It could be due to bot collisions or they hear something. It might be the wait wpt there? It could be they bunch there because they get through the previous vent quicker now? So I might look at this issue again, but to many other improvements to hold up releasing this now... There are more details in the readme... Btw, I saw bots get through the spinning Big Fan about 3 times and make the jump ![]() ![]() [Edit] I'll be doing a hotfix for this waypoint. In my play test last night I noticed a bot stopped at the door just past the big fan, and this morning it was 2 bots. I had moved that door wpt shortly before release, thought it was better for this problem, but it may be worst than the original position... So, should be a fixed soon, I hope... I'm also checking if removing the wait just before the fan will fix bots stopping there or not? See next post for Release 4 ... |
madmax2 |
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#123
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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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Release 4 - yabma.rcwa + script ----------------------------------- Ok, a bit more done than a hotfix for that door... Note: some of this won't happen with 2 bots... So, this probably will be final, but I'm still testing that fan door... I did a ton of bot teleporting, with up to 4 bots, to areas where bots could get jammed/stuck. More details in the readme... Rcwa changes: * fixed floor vent/ladder for stuck bot problem. yes, it really is fixed this time. I teleported bots right onto the ladder * a couple door fixes & wpts added, added a wpt for a bot stuck in corner next to the table with the radio/shotgun ammo * I did some rework of the 1st ladder, and removed the down path on that ladder. reconfigured the wpts so bots don't jump straight to the ladder from the pipe so much. there was an occasional bot jam on this ladder with 3 or more bots. * did a tweak in the 1st vent, since I saw one bad jam with 4 bots (wait_noplayer givetype added at small fan). Nothing cleared the jam, so its a matter of just trying to prevent it... probably will never happen with 2 bots... * changed the wait/staynear wpt before the Big Fan, to a wait_noplayer/staynear wpt. bots still stall/stop here, but perhaps not as long as before? * At the Big Fan door, changed the door config to 2 paths. The primary path is a oneway path through the wall to the wpt inside the door, which causes bots to slide along the wall to trigger the door. By itself, this was working good in testing, but then I saw a couple bots stopped in front of the door. So i added another wpt just before the door with a oneway path going in. Then I saw bots stopping inside the door, that is when I made this new path bidirectional. I'm still testing this, but so far it seems ok... Script: no change See next post for a patch/hotfix to this rcwa... Sorry, I keep finding things... ![]() |
madmax2 |
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#124
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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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Yabma Release 4b - rcwa + script (with vent fan fix) ------------------------------------------------------------- So I played through yabma a couple times today with 3 bots and it all seemed good, except on one game I got trapped at the bottom of that first vent (on fan), because a bot landed on top of me when I was crouched. There seems to be a map bug there? This is why bots have stacked up in that vent & it happens with the fan on or off. I think with players you could tell the guy on top to jump and you could get going again, but no such luck with bots. This is showing up now because bots can get into that vent much better than the first couple waypoints I released. I did a few tweaks in the vent that I think will reduce the chances of bots stacking up (trapping the bottom bot). Bots should do a better job waiting inside and outside the vent, and hopefully will not enter the vent at the same time. They should wait just before dropping down to the fan if a bot is at the fan. They can back out of the vent now, I had them forced to drop to the fan. They will also drop to the fan standing erect rather than crouched. I think it is more likely now, that a player will cause a bot jam here than just the bots jamming by themselves; By blocking the exit from the fan for to long, Or by dropping down on top of bots before they leave the fan. The changes may cause bots to pause just inside & outside the vent entrance, but it looks ok and seems to be spacing the bots out better. You might not even notice a difference with 2 bots... There is more detail in the readme how to safely get through this vent without getting trapped. Basically, let bots clear the fan before dropping down yourself. Turn the fan off before going in, and if a bot is right behind you, drop down to the fan in the standing position, and face the exit before crouching. You will be able to exit if a bot drops on top of you while standing... If a bot or a player gets trapped in the crouch position on that fan, there is no way to get free, they must be kicked or suicide. Hopefully, this is the last patch, the 5th time... ![]() [EDIT] I think I'll be doing another patch to this rcwa... At minimum, I'm going to have the bots turn the vent fan off. This is mainly for players that might not turn it off, if they get in there first. So a following bot will turn it off, and it will be easier for the player to get off the fan. Attached File(s) ![]() |
madmax2 |
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#125
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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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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) ![]() |
madmax2 |
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#126
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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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Yabma Release 5c - rcwa + script ---------------------------------------- Should be final Yabma rcwa release... ![]() RCWA Changes: * Improved the Secure Access Room, bots will open secure access door, break the powerbox, and move on much quicker with less stopping (i.e. no piling up in this room), and less circling back through the vent. Moved the important flag for the powerbox from the door wpt to a wpt on the power box, and changed the script for this. * Also fixed the next door just past lasers (less bunching at the door, bots go right through it most of the time, now). Script (yabma.ini): Changed for the powerbox wpt. The default is set for bots to open the Secure Access Door first then break the powerbox, on occasion it will happen the other way, but they should do both goals before moving on. The other option in the script # 409, makes the door & powerbox equal priority, so it can be a little random, though bots seem to be doing both much better now. CODE # Powerbox - Secure Access door optional - WID409 is on the powerbox # 409, 57, 453, null, null, null # Powerbox - open Secure Access door then break powerbox - default 409, 73, 453, null, null, null yabma_keycard.ini: optional script - see the readme Attached File(s) ![]() |
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Lo-Fi Version | Time is now: 9th August 2025 - 11:50 PM |