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> Waypoints - Create, Waypoints - Create
ferdam
post Oct 1 2006, 05:01 PM
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How can I create a new Waypoints for others maps ?
I tried rcbot waypointcreate, rcbot waypointadd and etc. in console but nothing happens.
Thanks. biggrin.gif

Please help me... 45 views and no posts... sad.gif
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Rapdark
post Oct 17 2006, 10:22 AM
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Create Waypoints in HLdm˛

I make it shortly!

You can create a kb_act.Ist in your C:\Valve\Steam\SteamApps\yourAccount\half-life 2 deathmatch\hl2mp\scripts Folder. When you have one make an bakup from your file. Or add the Bold text.
See the bolt lines and learn the command that you now what it is.

"blank" "=========================="
"blank" "#Valve_Movement_Title"
"blank" "=========================="
"+forward" "#Valve_Move_Forward"
"+back" "#Valve_Move_Back"
"+moveleft" "#Valve_Move_Left"
"+moveright" "#Valve_Move_Right"
"+speed" "#Valve_Sprint"
"+jump" "#Valve_Jump"
"+duck" "#Valve_Duck"
"blank" "=========================="
"blank" "#Valve_Combat_Title"
"blank" "=========================="
"+attack" "#Valve_Primary_Attack"
"+attack2" "#Valve_Secondary_Attack"
"+reload" "#Valve_Reload_Weapon"
"+use" "#Valve_Use_Items"
"phys_swap" "#Valve_Gravity_Gun"
"impulse 100" "#Valve_Flashlight"
"+zoom" "#Valve_Suit_Zoom"
"slot1" "#Valve_Weapon_Category_1"
"slot2" "#Valve_Weapon_Category_2"
"slot3" "#Valve_Weapon_Category_3"
"slot4" "#Valve_Weapon_Category_4"
"slot5" "#Valve_Weapon_Category_5"
"slot6" "#Valve_Weapon_Category_6"
"invnext" "#Valve_Next_Weapon"
"invprev" "#Valve_Previous_Weapon"
"lastinv" "#Valve_Last_Weapon_Used"
"blank" "=========================="
"blank" "#Valve_Communication_Title"
"blank" "=========================="
"+voicerecord" "#Valve_Use_Voice_Communication"
"messagemode" "#Valve_Chat_Message"
"messagemode2" "#Valve_Team_Message"
"blank" "=========================="
"blank" "#Valve_Miscellaneous_Title"
"blank" "=========================="
"jpeg" "#Valve_Take_Screen_Shot"
"+showscores" "#Valve_Display_Scores"
"impulse 201" "#Valve_Spray_Logo"
"pause" "#Valve_Pause_Game"
"quit" "#Valve_Quit_Game"
"blank" "=========================="
"blank" "#Valve_Bot_Title"
"blank" "=========================="
"rcbot_add" "#Valve_Bot_Add"
"blank" "=========================="
"blank" "#Valve_Miscellaneous_Keyboard_Keys_Title"
"blank" "=========================="
"+walk" "#Valve_Walk"
"+left" "#Valve_Turn_Left"
"+right" "#Valve_Turn_Right"
"+moveup" "#Valve_Swim_Up"
"+movedown" "#Valve_Swim_Down"
"+lookup" "#Valve_Look_Up"
"+lookdown" "#Valve_Look_Down"
"+strafe" "#Valve_Strafe_Modifier"
"+klook" "#Valve_Keyboard_Look_Modifier"
"blank" "=========================="
"blank" "#Valve_Bot_Title"
"blank" "=========================="
"rcbot addbot" "Valve_Bot_Add"
"rcbot waypoint add" "Add Waypoint"
"rcbot waypoint delete" "Waypoint Delete"
"rcbot waypoint enable" "Waypoint Enable"
"rcbot waypoint on" "Waypoint On"
"rcbot waypoint off" "Waypoint Off"
"rcbot waypoint create1" "Waypoint Create1"
"rcbot waypoint create2" "Waypoint Create2"
"rcbot waypoint save" "Waypoint Save"
"rcbot waypoint load" "Waypoint Load"
"rcbot waypoint info" "Waypoint Info"
"rcbot autowaypoint" "Autowaypoint"
"rcbot waypoint givetype jump" "Waypoint Jump"
"rcbot waypoint givetype ladder" "Waypoint Ladder"
"rcbot waypoint givetype crouch" "Waypoint Crouch"
"blank" "=========================="


Now you can bind the key´s in HLdm˛ Menu to create waypoints.

When you have bind an press the to keys for an example:

"rcbot Waypoint On to F1 and rcbot Waypoint enable to F2" you can see the waypoints.

Bind rcbot waypoint add on t or something and make waypoints.

The last thing, bind or type "rcbot waypoint save" in console thats it.

I have seen that the Bot can´t handle the Ladders.

So don´t make waypoint for it, or your Bot will be stuck by the ladder.

peace biggrin.gif
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Mladen
post Feb 13 2007, 05:54 AM
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Very interesting.....but im a noob..so can you explain me more???It look easy for the waypoint but when you dont know..... sad.gif
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MarD
post Feb 20 2007, 07:28 AM
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Heyyo,

QUOTE(Mladen @ Feb 12 2007, 10:54 PM) *

Very interesting.....but im a noob..so can you explain me more???It look easy for the waypoint but when you dont know..... sad.gif

Lemme help you out man! biggrin.gif

Here's my current waypointing bind configurations:

bind "F4" "rcbot waypoint off;rcbot pathwaypoint off"
bind "F5" "rcbot waypoint add"
bind "F7" "rcbot waypoint load"
bind "F8" "rcbot waypoint info"
bind "F9" "rcbot waypoint delete"
bind "F10" "rcbot waypoint save"
bind "F12" "rcbot waypoint on;rcbot pathwaypoint on"
bind "INS" "rcbot pathwaypoint create1"
bind "DEL" "rcbot pathwaypoint create2"
bind "PGDN" "rcbot pathwaypoint remove2"
bind "PGUP" "rcbot pathwaypoint remove1"

First, I hit F12 so that I can see what I'm doing. "rcbot waypoint on" turns on the waypoint editor, and "rcbot pathwaypoint on" then enables the showing of pathwaypoints. Waypoints are the points at which the bots aim to move to, pathwaypoints are the paths created between points that show bots can go from waypoint A to B. Waypoints in the editor are blue, pathwaypoints are white, and show paths leaving the waypoint you are near.

Then, I start going at it.. I run around and use button F5 to start creating the waypoints for the map. Now, there is a lot of pathwaypoint fixing that needs to be done whenever one tries to make waypoints.. oh yes, for you see, you don't want overlapping pathwaypoints. Example...

CODE
A----B----C
|         |
-----------


Now, in my really crappy diagram (lol) waypoint A is connected to B, which is also connected to C... BUT, waypoint A is also connected directly to C. This is a bad idea, cause if there's a doorway and A and C are far appart and not perfectly angled, the bots might get stuck on doorways, or if there's obstacles in the way, bots might bump into them, so use PGUP which does "rcbot pathwaypoint remove1" to select waypoint A, and then run to waypoint C and hit PGDN which does "rcbot pathwaypoint remove2" which will delete the pathwaypoint A to C, thus if the bot wants to get to waypoint C, he has to do the path A-B-C. Always try to get the bots to hit every waypoint on the route to a destination waypoint, cause if you get lazy and leave bad pathwaypoints like that it could mean bots bumping into crap, and even slows down pathfinding since it will double-calculate the same paths.

That's the main advice I can give you for starters. Since the waypoint editor is still a WIP, I myself can't do much more than that either. Just make sure you check on your pathwaypoints, cause usually waypointing errors aren't a lack of waypoints, but proper pathwaypoints. Also make sure you check the pathwaypoints BOTH ways.. ensure that bots can go from waypoint A-B-C.. but also from C-B-A if the level is designed for those waypoints to be bi-directional, otherwise it can limit bots navigation of the levels. wink.gif
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Cheeseh
post Feb 20 2007, 12:22 PM
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QUOTE(MarD @ Feb 20 2007, 07:28 AM) *

That's the main advice I can give you for starters. Since the waypoint editor is still a WIP, I myself can't do much more than that either. Just make sure you check on your pathwaypoints, cause usually waypointing errors aren't a lack of waypoints, but proper pathwaypoints. Also make sure you check the pathwaypoints BOTH ways.. ensure that bots can go from waypoint A-B-C.. but also from C-B-A if the level is designed for those waypoints to be bi-directional, otherwise it can limit bots navigation of the levels. wink.gif


Hey Mard. I forgot to tell you I added an extra waypoint viewer inside the game but it only works if you are running a listen server.

rcbot waypoint drawtype 1

will use a different waypoint draw method. its not as nice but it will let you see every wayponit and path

rcbot waypoint drawtype 0

will put it back to normal

I had to fix some of your dm_lockdown paths (comes with the bot) because some went through the cell bars and bots got stuck there a lot tongue.gif
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MarD
post Mar 5 2007, 06:10 AM
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Heyyo,

QUOTE(Cheeseh @ Feb 20 2007, 05:22 AM) *

Hey Mard. I forgot to tell you I added an extra waypoint viewer inside the game but it only works if you are running a listen server.

rcbot waypoint drawtype 1

will use a different waypoint draw method. its not as nice but it will let you see every wayponit and path

rcbot waypoint drawtype 0

will put it back to normal

I had to fix some of your dm_lockdown paths (comes with the bot) because some went through the cell bars and bots got stuck there a lot tongue.gif

nice! I'mma give that a shot tmorrow after sleeping and eating and working. biggrin.gif

and sounds fair for those waypoints, lol, I couldn't tell for some parts if the waypoints registered, so I added a few extras to be safe. tongue.gif
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