Printable Version of Topic

Click here to view this topic in its original format

RCBot Forums _ Svencoop 5 Angelscript .rcwa _ Converted Waypoints for RCbot-AngelScript

Posted by: madmax2 Nov 11 2018, 08:33 AM

=============================================
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... smile.gif

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...


Attached File(s)
Attached File  updated_rcwa_pack.zip ( 80.81k ) Number of downloads: 43

Posted by: RoboCop Nov 11 2018, 12:24 PM

Nice work!

Posted by: madmax2 Nov 16 2018, 09:15 PM

Thanks man... smile.gif

I've added infested2 as a WIP to the pack. It's mostly converted, may need to rework that last, long ladder. Players need to get and take the the explosives to the elevator door.

@Cheeseh,

Seems we have been working on some of the same maps? Infested, Infested2, intruder, sc_persia...

I had intended to convert crystal and activist series too? I have a complete wpt for sc_persia in the works and have the bots making the jumps as far as the top peg just before that rope. Maybe I should post a list of the wpts I intend to convert, so we are not over lapping our work?

I see you added grapple & massive explosive cheat, cool smile.gif ... Will you be adding teleport bots/players cheat, soon. I Could use that on infested2 & sc_persia... wink.gif

FYI, I had reworked Mard's Last4 wpt for the newer version of the map (sc4.8)(never released it), which I think will convert right over to sc5, I can do that too... The tower was different...

Posted by: Cheeseh Nov 17 2018, 07:15 PM

QUOTE(madmax2 @ Nov 16 2018, 09:15 PM) *

Thanks man... smile.gif

I've added infested2 as a WIP to the pack. It's mostly converted, may need to rework that last, long ladder. Players need to get and take the the explosives to the elevator door.

@Cheeseh,

Seems we have been working on some of the same maps? Infested, Infested2, intruder, sc_persia...

I had intended to convert crystal and activist series too? I have a complete wpt for sc_persia in the works and have the bots making the jumps as far as the top peg just before that rope. Maybe I should post a list of the wpts I intend to convert, so we are not over lapping our work?

I see you added grapple & massive explosive cheat, cool smile.gif ... Will you be adding teleport bots/players cheat, soon. I Could use that on infested2 & sc_persia... wink.gif

FYI, I had reworked Mard's Last4 wpt for the newer version of the map (sc4.8)(never released it), which I think will convert right over to sc5, I can do that too... The tower was different...

hey mad max, go ahead with your waypoints - cos they'll be better than what I've spruced up no doubt anyway. I tend to just noticed bugs in the waypoints -- example for intruder I noticed a p ath that went through the ground nd updated it in the git. The waypoints I've just been making have been done quickly and not testing them enough to the end . If there are any places the bots get stuck though, let me know, might need some new waypoint types.

I added a 'checkground' waypoint type, specificaly for things like drawbridges or semi-permanent platforms (but not moving ones -- will do that later). I
ll think about some more 'cheats' to help with waypointing - I just did the explosion one to progress quickly past some bosses

by the way if thee are any areas where enemies usually hang around , and turrets for example, place an 'unreachable' waypoint as it will let bots know which waypoints they can take cover from the enemies.

Posted by: madmax2 Nov 19 2018, 01:31 AM

Just got back from a road trip...

Ok, that all sounds good. I can think of a couple maps the "checkground" will be useful. For moving platforms the "wait for lift" on the old rcbot worked quite well...

Place unreachables above or below turrets, and where enemies hide, correct?

QUOTE
If there are any places the bots get stuck though, let me know, might need some new waypoint types.


Well, I have been stuck on getting the bots to make the leap from the top peg to the rope or awning in sc_persia. They won't jump at all from the top peg, they crouch into the pit from that peg. So I went back to sc4.8 to see what the old bots did at these wall pegs, they pass this area with ease. With jump wpts on each peg and at the top, they bounce/fly right up them and leap to the awning perfectly (watched them do it 5 times in a row). I never saw them crouch (sc4.8). They seem to have more spring when jumping (sc4.8), or it could be the crouch after jumping causing the problem (sc5.0), not sure? This was with the 11-15 nightly build. With this build It seems the bots are pulling in closer to the "stay near" wpts (perhaps normal ones too?), which is better, thanks... smile.gif

I'm going to try once more tonight to fix that peg jump, with the 11-18 NB. Otherwise, I may upload my wpt for you to check this area. We may need some adjustment to the jump wpt, or perhaps it is the way I am waypointing it? It might be the old bots would jump as they approached a jump wpt, and now they jump when they touch a jump wpt??? Seems like they are stubbing their little toes all the way up those pegs... Going to look at that closer tonight...


Posted by: Cheeseh Nov 19 2018, 08:36 AM

The 'wait for lift' has been just changed to 'wait' for now. I'll probably add a new waypoint type soon for moving platforms, unfortunately meaning current waypoints will need changing.

The 'wait' waypoint was added to help with jumps, so bots don't just go straight for a jump, it gives them time to line up. The stay near waypoint might be useful as it will also slow them down.

The bots now perform a crouch when jumping to get over obstacles, in most cases it helps, but may be a different kind of jump is required for the persia pegs

Posted by: madmax2 Nov 19 2018, 11:30 PM

Ok, I made some progress today with the peg jumps on persia smile.gif , bots make it across now, sometimes. I would
like it better though, as it's probably less than 10% success. After I get a late lunch I'll post back
with more details, what I had to do... I also tested them all the way to the end of the map. The 2nd peg
area wasn't as bad, main problem there is they crouch under the 1st peg to much, so more tweaking/testing
to do... will be back soon... wink.gif

Posted by: Cheeseh Nov 20 2018, 03:29 AM

QUOTE(madmax2 @ Nov 19 2018, 11:30 PM) *

Ok, I made some progress today with the peg jumps on persia smile.gif , bots make it across now, sometimes. I would
like it better though, as it's probably less than 10% success. After I get a late lunch I'll post back
with more details, what I had to do... I also tested them all the way to the end of the map. The 2nd peg
area wasn't as bad, main problem there is they crouch under the 1st peg to much, so more tweaking/testing
to do... will be back soon... wink.gif


Great. I've made bots now not to choose jump or ladder waypoints as starting ones as usually they need a run up waypoint before them anyway

Posted by: madmax2 Nov 20 2018, 06:17 AM

QUOTE(Cheeseh @ Nov 19 2018, 07:29 PM) *

Great. I've made bots now not to choose jump or ladder waypoints as starting ones as usually they need a run up waypoint before them anyway

Ok,sounds good. All these details i'm posting were on the previous build 11-18...

So looking down from the corner wpt, this is what I had, that partially works...

SN---J--J--J--(C_SN_W)-J--J-------N <--- SN=staynear J=jump C=crouch W=wait N=normal wpt
C----F--R--P-----TP-----TP-A-------far end of rope <--- C=corner F=floor R=railing P=peg TP=toppeg A-midair

http://img4.imagetitan.com/img.php?image=18_sc_persia-2018-11-19-0001a.jpg

Not all the wpts in the image are used, the middle, blue, normal wpt is not connected atm..
So if they don't get caught on the railing & crouch under the first peg, they sort of skip up over the railing & on
to the 1st peg in a crouch, then they stand, align themselves to the next wpt on the top peg & jump-crouch onto it.

The next 2 wpts are very close together, I squeezed a jump on the edge of the peg next to what used to be the jump for the old bots, now that wpt is a combination wpt (C_SN_W), but bots could not jump at all from this peg until I added the crouch flag to it. I guess they stop/crouch further back on the top peg and can see the jump better? if they don't stop and crouch they won't make the jump, but I can see they try now with the crouch flag on the wpt before the jump wpt.

So I tweaked it more and i'm getting a much better result. I moved the combination wpt on the top peg a little
further back and that seemed to help a little, but it can't be moved back to the peg graphic, because the bots will touch it from the previous peg and think they are past it when they get to the top peg, and fall.

Next change that helped, I removed the jump flag from the wpt on the 1st peg, this seemed to improve the chance that they would stop & crouch on the top peg, which helps them jump from here. The last thing I did was remove the mid air jump wpt, and connect the path to the other mid air wpt, even more improvement. Then I tagged the mid air wpt as jump, even though that should not do anything, it seems a little better, it could probably be either way? So now it is like this and they make the jump better than 50% of the time, if they stop & crouch on top peg it is nearly 100% certain they will make the jump...

SN---J--J--N--(C_SN_W)-J----J-------N
C----F--R--P------TP-----TP---A-------Rope

http://img4.imagetitan.com/img.php?image=18_sc_persia-2018-11-19-0001b.jpg

They land on the awning, not the rope...

Not sure what to ask for to make this easier (been working on this most of the day), I'll check the latest build for any change... I'll upload this wpt soon so you can see how they behave here, want to tweak a few things in other areas of the map first...

[edit] Looks like image site went down ... bots are doing ok on this map with 11-19 build smile.gif
[edit2] added some clickable thumbnails

Posted by: madmax2 Nov 20 2018, 05:59 PM

For bots jumping gaps like this, I have been using a midair elevated wpt to sort of aim them to jump up... Is this the correct way? Is there some optimal position for the midair wpt?

The 11-19 bots seem to be making the 2nd peg jump area better than the 11-18 bots were, just normal wpts work there, i haven't tried add jumps there with this version, yet.

I will probably post the persia wpt today...

rolleyes.gif Off topic: Would it be possible to get more attachment storage for waypointers group? Or is that fixed by the board software? Another 300k would be great... I can move some wpts to the main site, this would just save me some time, and I get some small satisfaction from the download counters going up laugh.gif ... It's not a problem if you can't or don't want to do it for some reason, thought i'd ask...

Posted by: Cheeseh Nov 20 2018, 09:48 PM

To be honeat im not sure what the mid air waypoint might be doing but if it helps why not...

Ive fixed the upload limit.. for some reason ot was capped globally. It is now 1mb per post

Posted by: madmax2 Nov 20 2018, 11:08 PM

QUOTE(Cheeseh @ Nov 20 2018, 01:48 PM) *

To be honeat im not sure what the mid air waypoint might be doing but if it helps why not...

Ive fixed the upload limit.. for some reason ot was capped globally. It is now 1mb per post

Heh heh, Maybe I should try it without the midair wpt, not sure if I did that? It was in there for the old rcbots, it helped them... rolleyes.gif

Thanks for the megabyte.... smile.gif

Posted by: madmax2 Nov 21 2018, 02:59 AM

I've added sc_persia to the pack... Bots can play the whole map, but I don't have them ending the map by pressing the plunger for the TNT, left that for the players to do for now...
Lots of tweaks added, a few more wpts for better navigation, removed some of the staynear flags, they don't seem to be needed as much in rcbot-AS, navigation seems a bit tighter to the wpts...

I added unreachable wpts in front of most balcony's with snipers, you might want to look and see if I did it correctly. I removed the paths to & from them because it appeared as a couple bots were trying to run thru an elevated unreachable, spinning underneath it. They seem to be still using them to locate enemies, but maybe not as well at a long distance, outside visibility range?

I tried removing the midair wpt at the pegs, bots seem to jump the gap just as well without it, but I'm leaving it in for now. It can be easily removed later if I think it is better? Time to work on other wpts, this one is good enough... Oh, there is one small part I did not test, the rope to climb up from under that lattice/ladder. I'll wait for teleport cheat to test that. They seem to be hanging on to that lattice better than the sc4.8 bots were, nice... smile.gif

Posted by: Cheeseh Nov 22 2018, 09:58 PM

I made some changed to sc_Persia waypoint, see on git

I noticed they were all ganging up at the lattice bumping into each other and falling off, so I made a new waypoint type called "wait_noplayer" which waits for any players around the proximity of a waypoint to leave before continuing, only works for moving players (or who have recently moved) to avoid a deadlock situation -- might be useful for overcrowded areas. I added that waypoint type to persia waypoint and also need to get the latest rcbot from git.


I noticed some unreachables missing, added them, and also added crouch waypoints behind sandbags as bots can use them for cover.
Notied some missing health waypoints too so added them, maybe you can put this in your pack, i'll also put it on the git.


I also added teleport commands now

rcbot.teleport_set


and

rcbot.teleport

or

rcbot.teleport <player name>


Also planning on adding a 'team up' waypoint, dunno how you'd feel about this, it would let bots wait for team mates to arrive before continuing so they'll have more fire power

Posted by: madmax2 Nov 23 2018, 01:34 AM

Warning, Massive post... ohmy.gif

QUOTE
I noticed they were all ganging up at the lattice bumping into each other and falling off

Very good, that will be useful (wait_noplayer), might even help at the peg jumps... Most of my recent testing has been with only 2 bots, but I remember that happening in sc4.8 at that lattice, with more bots.

Yeah, sometimes I purposely skip health/ammo/armor locations if they are a bit obsessed or greedy with it, or I may of missed some?

A. About Unreachable wpts, is it ok to remove the paths and will it work outide the visibility range of the wpt, say a very high ceiling turret? Also, I've been placing them either under, above, or in front of the targeted enemy, should I be clipping them into the target, or will either way work?

Yes, I'll check out your improvements to the wpt and add it to the pack... wink.gif

QUOTE
I also added teleport commands now

Great, teleport cheat will help a lot for testing... really needed this, thanks... biggrin.gif

QUOTE
Also planning on adding a 'team up' waypoint, dunno how you'd feel about this

B. Team up sounds good, bots can be very fast on some maps, and hard for some players to keep up with. So it could be useful to slow the pace, perhaps? For this we need to think about how it would work for survival mode, We wouldn't want the bot to wait for players or bots that will never come? Would there be a setting per "team up" wpt, for the number of players/bots to wait for?

-------------------------------------------------------------------------------------------------------------------------
I'm Having a few problems on sc_doc map, i'll post some images when I can... Observed with 11-19 build, haven't checked the lastest build yet...

1. the bottom/crouching humantower bot won't move on, after a new path has been opened it could take, it will stay there frozen indefinitely. There are 2 HT locations in this map

2. bots are having trouble breaking some vent covers. I need to recheck this & i'll upload some images of the locations and a WIP wpt once I've confirmed it. I've seen them shoot some covers, but they may be having a problem crowbaring the vent cover?

3. When 2 bots collide in a vent, going opposite directions, neither bot is willing to back up & let the other one pass. This might be partly due to the waypoint placement (bots would back up in sc4.8, or suicide if they were truly stuck)? does this rcbot version need more waypoints closer together than the older rcbots, in long narrow places with no room to maneuver?

4. there is a usable laser turret in sc_doc bots are stuck shooting at, until a player uses it and exhausts its ammo, then bots will ignore it.

5. Forgot to mention, on sc_persia, I saw bots getting blocked & stuck to npc's in a few places, even happens in the first spawn area, and some doorways (that 1st shortcut by tank, a npc wandered over there more than once)... I've only seen it on sc_persia so far, I'll find out soon when I work on some other maps with friendly npc's. Increasing the wpt radius might help, but may cause problems at the jumps I just reworked, so i'm not sure I want you to do that? I never did try to order the npc to follow me. I think they eventually get loose, but I was noticing a drout of bots on occasion and that was the reason...




Posted by: Cheeseh Nov 23 2018, 05:21 PM

Unreachables, probably better putting them anywhere that is visible for bots to see, so if there are enemies on balconies, put them slightly in front. Unreachables shouldn't have any paths, if there are any , that's a bug.

Haven't implemented 'team up' yet , just an idea. Obvs. will need to be based on how many players are alive if it were to work. Unfortunately theres no way to set preferences except maybe a cvar. I think team up will be useful at points where there might be heavy grunts with miniguns.

regarding humantower stuck bug , there is a timeout for the humantower task, but it might be too long. And maybe the new path is actually longer from the human tower area, in which case I'll nee to add extra cost for a humantower waypoint to the a* algorithm, which is easy.

I've seen a few issues bots have trouble with vent covers, probably visibility and the fact they don't prefer crowbar.

Will need to think about how a bot deals with colliding with each other in vents...

If it's a useable laser turret, try putting tank waypoint where you can control it and bots can use it until it runs out maybe.... but they will only shoot if there is an enemy.

there aren't any waypoint radius in HL1 rcbot but could be added at some point . Bots do try to avoid obstacles but only do so by strafing right , they don't actually check if the left is better yet...

anyway , some things to think about

Also not sure if I should make attacking a task, meaning the bots could be a bit more intelligent when attacking (i.e. they will probably stay still and move back and forward between cover waypoint), but bots won't attack then if they are doing other tasks

by the way bots can open doors now with buttons so shouldn't need to put important waypoints at their buttons

I added extra cost to human tower waypoints. Try out that one again that they got stuck at.

Posted by: madmax2 Nov 24 2018, 01:22 AM

QUOTE
I'm Having a few problems on sc_doc map, i'll post some images when I can... Observed with 11-19 build, haven't checked the latest build yet...

1. the bottom/crouching humantower bot won't move on, after a new path has been opened it could take, it will stay there frozen indefinitely. There are 2 HT locations in this map

2. bots are having trouble breaking some vent covers. I need to recheck this & i'll upload some images of the locations and a WIP wpt once I've confirmed it. I've seen them shoot some covers, but they may be having a problem crowbaring the vent cover?

3. When 2 bots collide in a vent, going opposite directions, neither bot is willing to back up & let the other one pass. This might be partly due to the waypoint placement (bots would back up in sc4.8, or suicide if they were truly stuck)? does this rcbot version need more waypoints closer together than the older rcbots, in long narrow places with no room to maneuver?

4. there is a usable laser turret in sc_doc bots are stuck shooting at, until a player uses it and exhausts its ammo, then bots will ignore it.

5. Forgot to mention, on sc_persia, I saw bots getting blocked & stuck to npc's in a few places, even happens in the first spawn area, and some doorways bla bla bla...

Ok, I did more testing today on sc_doc, this time with the 11-22 build, still one version behind...

Need to add new information...

QUOTE
I added extra cost to human tower waypoints. Try out that one again that they got stuck at.

#1. is currently the biggest problem for bots in this map, but at the first HT, I have seen them get up & move on, but not often... I'll check with the new build...

1st Human Tower
http://img4.imagetitan.com/img.php?image=18_1sthumantower.jpg
2nd Human Tower
http://img4.imagetitan.com/img.php?image=18_2ndhumantower.jpg

QUOTE
I've seen a few issues bots have trouble with vent covers, probably visibility and the fact they don't prefer crowbar.

#2. VENT Covers, there is something weird going on with this map that I never saw with sc4.8. This may not be entirely the bots problem? I've been noclipping ahead of the bots to check, but at the 2 locations i've seen bots unable to break vents, sometimes the vent covers are present, and sometimes they are not present!! So when the covers are not present, they can pass thru these areas, but when they are present, they do not try to break them, as if no cover was there. Not all covers are doing this, I have seen them shoot covers and occasionally heard them crowbar a cover on this map. There is a third vent cover where bots press a button to open it, sometimes the cover slides open at that point, other times I hear it slide open, but the cover is still present, bots will shoot it to break it, so it doesn't block the bots progress either way... So this may be caused by a map bug??

QUOTE
Will need to think about how a bot deals with colliding with each other in vents...

#3. I have partly resolved the bots colliding in this vent by adding a wpt just inside the vent (it wasn't needed in sc4.8). There were 2 places in this vent where bots could collide & get stuck, right at the entrance (fan section blows bots backwards)(seems fixed by new wpt?). The 2nd place was on a ladder, this may not be fixed yet? The sc4.8 bots are better at avoiding problems like this. On sc4.8, most of the time I didn't use ladder flags (or only one ladder flag at the top) in vents, and that worked well to prevent permanent jams in vents. That is not working 100% at this ladder, but I'm thinking your new wpt type may help here "wait_noplayer", I'll let you know.

Fan Vent
http://img4.imagetitan.com/img.php?image=18_fanvent.jpg

QUOTE
If it's a useable laser turret, try putting tank waypoint where you can control it and bots can use it until it runs out maybe.... but they will only shoot if there is an enemy.

#4. This is definitely happening, it's not a game breaker. I've had a tank wpt on this laser cannon since sc4.8. I saw a bot go to it but not fire it, but there is a large number of enemies in the room to distract them. But after all enemies are dead they continue to shoot at it until I empty it...

Laser Cannon / Turret
http://img4.imagetitan.com/img.php?image=18_lasercannon.jpg

QUOTE
there aren't any waypoint radius in HL1 rcbot but could be added at some point . Bots do try to avoid obstacles but only do so by strafing right , they don't actually check if the left is better yet...

#5. Okay, I haven't had a chance to check persia with new versions yet... But perhaps some avoidance code improvements will be done...

QUOTE
Unreachables, probably better putting them anywhere that is visible for bots to see, so if there are enemies on balconies, put them slightly in front. Unreachables shouldn't have any paths, if there are any , that's a bug.

Okay, Got it...
QUOTE
by the way bots can open doors now with buttons so shouldn't need to put important waypoints at their buttons

Oh good, been wanting this, thankyou... biggrin.gif

Posted by: Cheeseh Nov 24 2018, 08:33 AM

Hmm. For now with the vent breakable issue try

As_command rcbot.debug_bot (bot name)

Then

As_command rcbot.debug think

And

Developer 1

It will print messages about any breakables they see (even more with player version)


Also if letting bots open doors by themselves don't put opens later waypoints behind the door or they'll ignore it. Opens later should only be for things that can block paths. Maybe you already knew that tho

Posted by: madmax2 Nov 24 2018, 09:56 AM

11-23 build

Getting late here, so will try to be brief... No apparent change at the humantower locations, they don't want to leave the crouch, I have seen them change positions, but one almost always stays. But I did discover if I crouch up to it and get under it, it will leave. At the 1st HT, that may resolve the issue, but at the 2nd HT, after they die, they will return to crouch. I'll need to explain more tomorrow, perhaps an image will help?

I'll try debug tomorrow if I can get those vent covers to show up? I did see a bot up against a different vent cover with his crowbar out though. One that has been no problem, but I've only seen them shoot it. I was able to break it with my crowbar. Hmm, I just realized it was after the room where he may of exhausted his ammo shooting at the laser cannon, I let it run unattended for an hour. When I came back he was up against the vent. The other bot was still crouching at the 2nd human tower before the laser cannon room. maybe I should try debug on the HT couching bots, too?

Did some other stuff too, time for bed... Seems like I'm stuck on this map, maybe I should set it aside, If debug doesn't help? Already reworked the jumps at the end of the map... Dang buggy map... blink.gif

[Edit] Locations/Images
1st Human Tower
http://img4.imagetitan.com/img.php?image=18_1sthumantower.jpg
2nd Human Tower
http://img4.imagetitan.com/img.php?image=18_2ndhumantower.jpg
Laser Cannon Room
http://img4.imagetitan.com/img.php?image=18_lasercannon.jpg
Vent after Laser Cannon Room
http://img4.imagetitan.com/img.php?image=18_ventcover.jpg



Posted by: Cheeseh Nov 24 2018, 11:16 AM

Is it definitely a func_breakable ? Use rcbot.search and it will print all greatest entities (with developer 1)

Posted by: madmax2 Nov 24 2018, 07:59 PM

QUOTE(Cheeseh @ Nov 24 2018, 03:16 AM) *

Is it definitely a func_breakable ? Use rcbot.search and it will print all greatest entities (with developer 1)

Yes, I think it is. I duplicated the problem at the 2nd vent cover in the map. It's at the 1st humantower, bots shoot the 1st vent cover, they tower up into the vent, the bot had his crowbar out, but would not break it, just kept bumping against it and crouching back and forth in the vent. I nocliped up against it and did the debug search, it showed a func_breakable at distance 28.... At the end of this process I broke the vent an it disappeared from the list, so I would say it is func_breakble. Before I broke it I tried to run debug think on the bot, but it didn't seem to work correctly? It seemed to select the other bot. I ran into this when I tried the say command to "come" to me, a few days ago? Anyways here is what I typed and the response in the console:

CODE
] as_command rcbot.debug_bot [m00]wh3y
] as_command rcbot.debug think
[RCBOT]debugging think
L 24/11/2018 - 10:57:43: "[m00]ch33s3<10><BOT><players>" stats: frags="40.64" deaths="1" health="46"
[RCBOT]Debug '[m00]ch33s3' (if bot)


All other messages looked to be just stat updates, no debuging messages. I turned off debug & tried it on the other bot and it seemed to select that bot, but no rcbot debug messages. Again, tried the bot at the vent, still would not select it. Seems to be a bug in debug and maybe the say commands, selecting the correct bot???

Should the debug messages be on the hud? I did see it a message on the hud for enabling debug_bot and think, also when turning off debug, but nothing else but developer messages at the top of screen...

[edit] Forgot to mention, on my first run this morning, at these same vents, bots broke the problem vent cover by shooting it blink.gif !! maybe he was out of ammo this time, but it doesn't seem likely??

[Edit2] Locations/images
1st Human Tower & 1st Vent Cover
http://img4.imagetitan.com/img.php?image=18_1sthumantower.jpg
2nd Vent Cover
http://img4.imagetitan.com/img.php?image=18_2ndventcover.jpg


Posted by: Cheeseh Nov 24 2018, 09:21 PM

There's bug in the player search, you can use partial bot name

as_command rcbot.debug_bot [m00]wh3

should work

I've fixed that but yet to update git .


I will try some more debugging with vents... would be good if someone made a bot debug map for such stuff tongue.gif

Posted by: madmax2 Nov 25 2018, 06:40 AM

Re-ran debug with partial name on a stuck bot at same vent. It worked this time, but he was not seeing the func_breakable. I Verified it was a func_breakable.

CODE
] developer 1
] as_command rcbot.debug_bot [m00]m1l
] as_command rcbot.debug think
[RCBOT]debugging think
[RCBOT]Debug '[m00]m1lk' (if bot)
L 24/11/2018 - 19:39:53: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 19:40:03: "[m00]y0ghur7<2><BOT><players>" stats: frags="43.03" deaths="1" health="100"
L 24/11/2018 - 19:40:03: "[m00]m1lk<3><BOT><players>" stats: frags="49.16" deaths="1" health="100"
L 24/11/2018 - 19:41:11: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 19:41:21: "[m00]y0ghur7<2><BOT><players>" stats: frags="43.03" deaths="1" health="100"
L 24/11/2018 - 19:41:21: "[m00]m1lk<3><BOT><players>" stats: frags="49.16" deaths="1" health="100"


Since I was debuging, i switched to the other bot stuck in HumanTower wpt crouching. Every time other bot passed by he was thinking this

CODE
[RCBOT][DEBUG - THINK] CanHeal(player)


Then did

CODE
] as_command rcbot.debug task
[RCBOT]debugging task
[RCBOT][DEBUG - TASK]  FAILED
L 24/11/2018 - 20:05:23: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 20:05:41: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED


Then this

CODE
[RCBOT]debugging nav
L 24/11/2018 - 20:07:18: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - NAV] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:03: "[m00]m1lk<3><BOT><players>" stats: frags="72.45" deaths="4" health="69"
L 24/11/2018 - 20:08:11: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:21: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:33: "[m00]m1lk<3><BOT><players>" stats: frags="72.45" deaths="4" health="69"
L 24/11/2018 - 20:08:41: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...


He does a touchedWpt() everytime he stands & crouch's

It seems random, but maybe this means something?

CODE
[RCBOT][DEBUG - NAV] CFindPathTask FAILED


Again, if I crouch under him he will start moveing towards the other map goals, and he doesn't need to go thru the vent...

[edit] Added a wip/test wpt, if you want to check out the vent problem & first human tower. It's not to far from the beginning, go left to get key card in room with plank board, then first door can be opened. Wipe out room full of enemies, door, cavern, door and you are there. Or teleport bots might be faster...

This wpt is not ready for the git, parts are not working well yet... unsure.gif

Updated Wpt added to pack for git...

Posted by: Cheeseh Nov 25 2018, 02:27 PM

Trying sc_doc waypoints now, got to the vent and bot didn't seem to see it.... What's really annoying is the lack of debugging ability. I can only add stuff in like messages on the fly but still have to reload the plugin, and when I do that the bots now recognise the breakable and break it !!! then I don't know what caused it in the first place... Debugging some more I think its caused by the bots being too close to the breakable and the breakable origin is too far from its field of view so it is disregarded. I added some code in before that if an entity is blocking the player it is also made visible, but didn't seem to work, so I've forced it into DoButtons() now. See if that helps.

btw I fixed the human tower bug -- when the bot finished doing the human tower task he'd find a new waypoint to start from which would always be the human tower waypoint and start the task again, so bots now no longer choose a human tower waypoint when finding their nearest waypoint to start from

I put the sc_doc waypoints into git and also added some unreachables at turrets.

Posted by: madmax2 Nov 25 2018, 11:40 PM

Thanks..

11-25 build

On first test, the bot shot the vent, but saw bot crowbar a different vent. Just getting back to this, going to run more tests. [edit] on 2nd test vent not there, 3rd test bot shot vent again...

[edit] I think I know why this was happening, and it was only at the 2nd HT, may not need any fix for it, I'll post back later after more waypointing/testing:

QUOTE
Good to see they aren't stuck on HT wpt now, but they may not be holding long enough for another bot to get on top? Another 10 seconds crouching might be enough, but I want to retest at both HT locations, may need more time? Even if they do manage to get on top, I think I saw the bottom bot leave before the top bot had a chance to jump off. At the second HT in the map, with the "bugged" version, they could get on top of the computer there fairly well, now I don't think they can do it?


Anyways, will retest the vents & HT locations to be sure...

[edit] I have the 1st Human Tower working much better now. I saw you fixed bots shooting at the laser cannon, nice smile.gif. I'll post more info later, maybe tomorrow.

I still need to fix the ladder in the vent, more info on that latter if I can't resolve it... Other stuff to improve at beginning & end of map too...

Posted by: madmax2 Nov 26 2018, 07:59 PM

11-25 build

Vent Covers Fixed: Bots will either shoot or crowbar them... Verified bots do crowbar both the 1st & 2nd vent covers (or shoot them)... thankyou smile.gif

Human towers: A little unsure about this? I may need to try some other locations or just make a test wpt on some boxes and play with it. They do fairly well at the 1st HT in this map, I think because there are no other goals nearby. At the 2nd HT, it's ok, but I've noticed they keep running back over to the HEV/Health chargers, use it briefly, even though they are at 100%.

At the 1st HT, what worked & seemed to help, was the following:

QUOTE
1. made path more vertical - wanted to ask about this, should top wpt be off ledge rather than on ledge? Or does it not matter either way? I'm Looking for what works best?

Top wpt on ledge of vent
http://img4.imagetitan.com/img.php?image=18_sc_doc_1st_tower_1.jpg

Top wpt off ledge, more vertical path (way it is now)
http://img4.imagetitan.com/img.php?image=18_sc_doc_1st_tower_2.jpg

2. I put a staynear flag on HT wpt, to pull them in closer & away from that door there. I used the "stay close to" flags often with the old bots. With rcbot-as, at this location, staynear on the HT alone was causing some problems for the bot on top, he would end up standing looking down at the bot crouching, the bot underneath would not stand up, they would be stuck that way for a long period. Without a SN flag on the HT wpt, this wasn't much of an issue, but they couldn't tower up well plus the door was interfering too.

Before adding staynear to HT wpt
http://img4.imagetitan.com/img.php?image=18_sc_doc_1st_tower_door.jpg


3. So the solution was to put both a SN and a Crouch flag on the HT wpt. The SN helps line them up better and the crouch helped them get into the correct sequence of crouching & standing.


In other words the sequence should be (I think?): HT bot crouch's, top bot jumps on him, at this point the top bot bot must crouch on top of the other bot (this was not happening well without combining the crouch with the SN flags), once the top bot crouch's the bottom bot will stand, then top bot will normally stand & jump up to ledge (in this case it crouch/jumps into the vent).

I tried that at the 2nd location, but it didn't seem to make any difference, probably because there is a jump wpt before the HT, so it's not as much of an issue there.

Like I say, I'm not sure I want you to change anything for HT's yet, unless you spot some bug in the code? Think I need to play with it a bit more. If you add more crouch time for HT bot, don't add more than 10 seconds, don't want them staying there to long either.

You might want to check and see why they are using chargers when at 100%? Come to think of it i've also seen them stand on health packs at 100% too.

Think I've got the problem with the bots jammed/stuck at the vent ladder fixed. I Will be uploading an updated wpts pack to include this wpt, sometime today... wink.gif

Posted by: Cheeseh Nov 26 2018, 08:52 PM

noticed bots standing on top of players at HT waypoints don't jump to allow the crouched player/bot to fully stand up, so they should do that now.

Also noticed bots trying to use health chargers at 100%, I even ignored max_health (which could go higher than 100) and just set it to 100 and they still do it??? not sure myself...

Posted by: madmax2 Nov 27 2018, 07:40 AM

HTs are working better smile.gif .

Updated a couple wpts in pack, sc_doc & intruder. Added your updated sc_persia to the pack. First post lists a few of the changes.

Been away from home a few days visiting family for the holiday weekend. Hope to speed up the wpt updates this week, now that some of the bugs are fixed, and i'm getting more familiar with the new bot version.

I'll keep watching for bugs, keep it up, they are getting better... smile.gif


Posted by: madmax2 Nov 28 2018, 09:53 PM

Waypointing Request smile.gif :

Audio feedback for add/delete wpt, pathwaypoint_create, and pathwaypoint_remove, different tones for success or failure like you had with old bots.

Working on murks now... Fixed a bad door button issue thats been a big pain. May post some debug info later. Old rcbots had problems with some doors in this map too. Bots can open at least one door without any problems...

Posted by: Cheeseh Nov 29 2018, 07:55 PM

QUOTE(madmax2 @ Nov 28 2018, 09:53 PM) *

Waypointing Request smile.gif :

Audio feedback for add/delete wpt, pathwaypoint_create, and pathwaypoint_remove, different tones for success or failure like you had with old bots.


done some so far smile.gif

Posted by: madmax2 Nov 30 2018, 06:36 PM

Thankyou, saw that on git too, will try it today smile.gif .

Spent most of yesterday downloading software, updates, steam updates, configing software for my new (used) PC. Installed rcbot-as/sc5 to it too... so now I have 2 PC's I can wpt on... tongue.gif

btw, its a huge hardware upgrade for me, from a 1.5gb XP PC AMD64 with gtx275, to an i7 12gb, gtx1060 (6gb), with 2 250gb ssd, 1 1Tb & 1 750gb hard drives. Huge cooler master case with 1200W power supply.. I'm heating my house with it laugh.gif ...

Posted by: madmax2 Dec 2 2018, 08:44 AM

Updated first post...

Updated Quarter for faster door opening & exit from last 2 spawn rooms (important flags not needed at these doors now, bots exit faster without them). I should mention I don't see the wacky behavior the old bots had at these doors, good job Cheeseh... Bots get the HMG better/faster...

Infested2 Hotfix - disabled last long ladder so bots won't get in the way of players. I will try to fix the ladder at a later date. bots need to go down the ladder quickly...

Added Murks rcwa, Bots can play the whole map and do most everything good. There were some issues and most were resolved but one. I'll try to post about that tommorrow... I was pleased I didn't need to do much for the Human Tower at the end, they do have a little difficulty, but do as well or better than the old bots did. I didn't try to improve it any, it wasn't needed. Bots will use the shortcut through the turret room now.

sc_doc was updated a few days ago, Bots do the HT's good now, can make all the jumps at the end of the map, they may fall some but did well in my last tests, and they can end the map (player should have time to get to the end). Bots do need some help from a player, prying open a door, opening a security door, bots will turn off vent fan but player needs to help them. Recommend a small number of bots, 1 or 2 will probably work best.

Posted by: madmax2 Dec 12 2018, 06:55 PM

Updated first post...

Added desertcircle rcwa + script - For the most part it is working good. Bots can play the whole map smile.gif . Bots can capture all flags, blow both towers, and open the front door. I don't have them using the health/ammo crates, for a few reasons. It effects the routes they take (i.e bots will always go to the 1st crate and not use both trenches) and causes some back tracking for health, which I don't want them backtracking much on this map. Bots can only open a crate if an important wpt is there, and bots won't do it if the important wpt is not in the script.

I did a couple last minute changes, i'm still testing. The flags in this map seem to get stuck sometimes, it has happened when I don't use the explo cheat, so maybe grenades will cause it, but seems unlikely? So I removed all the staynear flags from flag wpts, the last and not fully tested one on the 3rd flag. Out of dozens of test games, the flag finally got stuck there. I haven't seen any flag get stuck once the staynear was removed, so hopefully this will fix it?

[edit - Updated 12-13-18] After testing it more, bots were doing so poorly at capping this flag, I changed it back to something close to what I had before. I put the staynear back on the important wpt (flag) & removed the wait. I moved it slightly but its close to original spot. Ran 3 games on it and bots did all objectives, including 3rd flag perfect and no stuck flags smile.gif . Still not sure if this 3rd flag will stick or not, but at least they can cap it much better than last wpt... Tried moving flag wpt away from the pole a little ways, but bots were getting slaughtered from the tower ohmy.gif ... Still testing it...

Another last minute change is at the intersection just before the door switch & 2nd tower explosives. I added a staynear & wait_noplayer there. Not sure I like this change, but a bot was trying to go from the switch back to the explosives to blow the tower and couldn't get around that sharp corner, This fixes that but now they walk there, meh...

I may change this wpt at a later time, after more testing? Other than those gripes, it works pretty good... smile.gif

sc_doc.rcwa - Temporarily removed from the pack, the latest is included with rcbot-AS git.

Posted by: madmax2 Dec 18 2018, 09:38 AM

Updated first post... 1-14-19

Updated Richard_Boderman.rcwa Mostly had to fix ladder issues...

Updated Intruder.rcwa Mostly had to fix ladder issues...

The ladder code is in flux right now, so may need to fix ladders again at some point???

Posted by: madmax2 Jan 15 2019, 07:28 AM

Updated first post... 1-14-19

Updated sc_persia from git, bots were broken at the horizontal lattice ladder. Bots would get on it, but could not move to the next wpt. Solution was to change all the ladder wpts back to normal wpts. Had to replace one wpt cause bots would get stuck there spinning in circles, moving the wpt fixed the problem, kinda wierd??? It works good with normal wpts, bots don't fall unless getting shot...

Also fixed the rope ladder there so bots can get up it and back onto the lattice if they fall & land on a balcony. That won't happen often, if ever!

Added a number of wait_noplayer flags to help bots at the peg jumps, works really great at the 2nd group of pegs. Couldn't do the same thing at the 1st pegs, or it would mess up the success rate, but I did add some in the area to spread the bots out...

Some unreachables were added and more crouch/cover spots and more movement wpts/paths.

Posted by: Cheeseh Jan 16 2019, 02:48 PM



didn't think about the horizontal ladder - I will test these later. Thanks!

Posted by: madmax2 Jan 16 2019, 11:31 PM

Hey Cheeseh,

I'll be adding sc_doc to my pack soon, probably tonite. Had to fix a couple ladders, the vent ladder & that wall ladder near the end (in the cavern). That works ok, but bots do have a little trouble there, can't seem to find the right position for the top ladder wpt without having to put a staynear on it. I Might try moving the bottom wpt, but bots probably make it 70% of the time up the ladder, so probably good enough.

I significantly improved the cavern jumps all the way to the pipe/ladder, nearly 100% success rate! So the only places they may fall is at the wall ladder and getting on top of the vent entering the cavern. I'd say the overall success getting all the way across is better than 70% or 80%, I'm very pleased with that... biggrin.gif

A few other small tweaks, bots were having trouble with the ceiling switch at the 2nd HT, i think it's fixed now. I'm going to try one more time to get bots to wedge that security door reliably. I can get them to do it, but not very good, or fast. Might just be better to leave that for players. No one is going to want to wait for bots to do it unless they are fast, 1st or 2nd try... wink.gif

So by the time you get up in the morning i should of added it to the pack with your script. BTW, great script... I think I need to study it, I think you were checking a door using ,x,<,-1660? no button entity maybe?

I'll be adding a desertcircle update soon, just not sure I'll get it done tonite rolleyes.gif ? I'm adding a couple more scripted wpts to it, just not sure it will make it better?


Posted by: madmax2 Jan 17 2019, 08:55 PM

Updated first post... 1-17-19

Added updated sc_doc wpt & Cheeseh's script to the pack last night. Mostly a fix for the ladders & much better cavern jumps. Tried to get bots wedging the security door good, but just put it back to the way it was before. Bots will use the wheel & player can wedge the door... I may go back and move the important wpt for the ceiling switch, bots tend to stick to it, but it works ok.

Guess I'll test my script additions for desertcircle today, and add that to the pack if it works good?

Posted by: Cheeseh Jan 17 2019, 10:05 PM

QUOTE(madmax2 @ Jan 17 2019, 08:55 PM) *

Updated first post... 1-17-19

Added updated sc_doc wpt & Cheeseh's script to the pack last night. Mostly a fix for the ladders & much better cavern jumps. Tried to get bots wedging the security door good, but just put it back to the way it was before. Bots will use the wheel & player can wedge the door... I may go back and move the important wpt for the ceiling switch, bots tend to stick to it, but it works ok.

Guess I'll test my script additions for desertcircle today, and add that to the pack if it works good?


Great I'll add them to the git later after I check them.

For the wedge in the script of sc doc maybe you can find the entity of the wedge itself, i tried but couldn't find it, maybe you can try the visible check or active check

A lot of waypoints could do with scripts to be honest cos bots don't really know where they are going without one

Posted by: madmax2 Jan 19 2019, 08:39 AM

Updated sc_doc again rolleyes.gif ... Fixed the ceiling switch, bots usually press it the first attempt. 2 bots can pry open that door, sometimes quickly but usually takes a few times for bots to get in sync, player & a bot can do it fast now. Had to remove the wait_noplayer in the door to do it though, and do some other things. Bots would jam up in the narrow passage way from the spawn room right at start (just sometimes), so slightly moved a wpt, I think it fixed it (I got stuck to them too, all of us trying to attack that first room at the same time ohmy.gif ). [Edit] didn't fix it completely so added jumps to passage way, seems good now...

[Edit - 1-20-19] Tweaked the pry door area again, I think this is the best, and should be final rework. Bots may still hang on the narrow door opening, but not long.

QUOTE
For the wedge in the script of sc doc maybe you can find the entity of the wedge itself, i tried but couldn't find it, maybe you can try the visible check or active check

I'll try... wink.gif

QUOTE
A lot of waypoints could do with scripts to be honest cos bots don't really know where they are going without one

Yeah, many maps could benefit from a script, but they do good on most maps I've tried without scripts, especially linear walk through maps.

Posted by: madmax2 Jan 26 2019, 10:54 PM

I've been updating/fixing all four last series maps the last few days. I should be adding them to the pack soon.

I set aside desertcircle update again, cause those darn flag sprites still get stuck sad.gif . Without bots I can duplicate the problem. I believe flags get stuck when the flag is descending, so if a player or bot lets go when getting shot, or dies, the flag sprite may get stuck. At this point, I don't think this is fixable for the script?

Today I was able to get the first flag fully stuck without bots, really stuck so I was unable to capture it. Most of the time, players can still capture the flag even if the sprite gets stuck. Once the music plays, the flag is captured and the next flag is enabled. (the sprite position doesn't determine if a flag has been captured)

So, for players, it isn't a big problem, as they can cap the stuck flags most of the time. I don't think a fully stuck flag happens often, or this would not be an official map?

For bots, the easy solution is not to use the script, that way they will never be stuck at any one flag because the sprite never reaches the top. Of coarse bots will be back to running past flags again, but players can cap them too, I guess that's better than bots getting stuck at one flag? I could try changing the scripted flags to a non-entity (-1) goto/waypoint? They won't know if they have capped a flag, but maybe they won't run by the flags so much?

For the git current wpt, the 1st & 3rd flag sprites are the most likely flags to get stuck. I've put some hours into these flag wpts, changing the positions, etc, but not sure if it is any better? I'm working on different approach angles now, see if that helps reduce the stuck sprites? Need to protect the bots from being shot or dieing while raising a flag, likely not possible though...A script change will likely be the best or only solution?

Here is a search on 3rd flag with it at the top, I don't think there is anything else to use to indicate a flag capture. Ideally, the music playing indicates a flag capture...

CODE
] as_command rcbot.search
[RCBOT]1 : player frame=181.023438 distance = 0 (x=-3381.720459,y=2840.049316,z=380.03125) visible=1,solid=3,angle.x = -6.026001, angle.y = 20.286255 active = 1
[RCBOT]4 : player frame=0 distance = 198.951141 (x=-3261.890137,y=2794.024902,z=228.03125) visible=1,solid=3,angle.x = 6.597681, angle.y = -3.832489 active = 1
[RCBOT]25 : squadmaker frame=0 distance = 180.629776 (x=-3208,y=2852,z=332.015625) visible=0,solid=0,angle.x = 0, angle.y = 278 active = 0
[RCBOT]71 : env_sprite frame=5.350231 distance = 181.143326 (x=-3384,y=2842,z=561.149719) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]72 : momentary_rot_button frame=0 distance = 32.800926 (x=-3356,y=2844,z=400) visible=1,solid=0,angle.x = 0, angle.y = 49.815845 active = 0
[RCBOT]77 : ambient_generic frame=0 distance = 56.470577 (x=-3360,y=2836,z=432) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]86 : trigger_setorigin frame=0 distance = 77.95314 (x=-3352,y=2864,z=448) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]194 : env_sprite frame=5.350231 distance = 181.143326 (x=-3384,y=2842,z=561.149719) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]264 : trigger_multiple frame=0 distance = 26.332506 (x=-3356,y=2844,z=376) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1


P.S. Seem so be problems with Bots-United for the last 24 hours. Connection/database errors... sad.gif

Posted by: Cheeseh Jan 29 2019, 09:19 AM

hmm can you check "active" on the rotary button or squad maker to see if they change?

Posted by: madmax2 Jan 30 2019, 09:10 PM

Sorry for late reply, I get busy at the end of the month...

I checked what you suggested, I don't think it will work. Active doesn't change on buttons or squad maker, and squad maker isn't present on the 1st flag. Angle y on the button does change but varies with the flag. At first I thought it was giving different readings when the flag was at the top, but then I realized if I wait long enough the value returns to zero! Here are the search's on the 1st flag...

CODE
1st flag - at bottom

] as_command rcbot.search
[RCBOT]1 : player frame=201.965088 distance = 0 (x=2817.24707,y=-2527.96875,z=132.009308) visible=1,solid=3,angle.x = -4.72229, angle.y = -69.906006 active = 1
[RCBOT]12 : momentary_rot_button frame=0 distance = 36.06044 (x=2828,y=-2548,z=160) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 0
[RCBOT]54 : env_sprite frame=13.409779 distance = 29.029301 (x=2800,y=-2548,z=120.009811) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]55 : trigger_setorigin frame=0 distance = 116.187103 (x=2824,y=-2528,z=248) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]79 : ambient_generic frame=0 distance = 98.542564 (x=2836,y=-2540,z=228) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]192 : env_sprite frame=13.409779 distance = 29.029301 (x=2800,y=-2548,z=120.009811) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]262 : trigger_multiple frame=0 distance = 23.085733 (x=2828,y=-2548,z=128) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1

at top

] as_command rcbot.search
[RCBOT]1 : player frame=161.63208 distance = 0 (x=2817.24707,y=-2527.96875,z=132.009308) visible=1,solid=3,angle.x = -2.854614, angle.y = -68.131714 active = 1
[RCBOT]12 : momentary_rot_button frame=0 distance = 36.06044 (x=2828,y=-2548,z=160) visible=1,solid=0,angle.x = 0, angle.y = 64.806274 active = 0
[RCBOT]54 : env_sprite frame=12.355457 distance = 183.427017 (x=2800,y=-2548,z=313.521729) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]55 : trigger_setorigin frame=0 distance = 116.187103 (x=2824,y=-2528,z=248) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]79 : ambient_generic frame=0 distance = 98.542564 (x=2836,y=-2540,z=228) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]192 : env_sprite frame=12.355457 distance = 183.427017 (x=2800,y=-2548,z=313.521729) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]262 : trigger_multiple frame=0 distance = 23.085733 (x=2828,y=-2548,z=128) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1


I don't think there is much we can do, but change the flags to non-entity important points. I can test and adjust the wpt for that, see how they do... It doesn't totally ruin it for the players, when a flag sprite gets stuck, but it can mess the bots up, to where they aren't as much help.

Last series is going well, the 2nd & 4th maps are probably ready, still need to retest the other 2.

Last2 is the 1st map I tried the grapple with, took me a while to get some near vertical pulls working right, but it's good now... In order to get one working good, I had to noclip the landing wpt into the ceiling directly over the landing point, above & beyond the grapple wpt. Then they could land on the platform there. Raising the grapple wpt above the slime didn't help. The original landing wpt was on the platform so they would let go once they pass that height. So I thought Tarzan swing to a higher point is what worked... It feels like they need to pull a bit more to the grapple wpt? Other than that, grapple seems pretty good, I'll know more when I get to that royals2 map or the sectore maps...

Posted by: Cheeseh Jan 31 2019, 08:39 AM

meant to say perhaps you can make the 'z' much lower for desert circle, because the flags will only move up if they are available, so even if it is like 1 unit above the resting position, bots will think it is complete, but the bots that are currently using the flag won't stop until the invisible button stops moving. So even if it is slightly high bots will ignore it, but when it reaches the bottom again bots will go to it.

Posted by: madmax2 Jan 31 2019, 08:25 PM

QUOTE(Cheeseh @ Jan 31 2019, 12:39 AM) *

meant to say perhaps you can make the 'z' much lower for desert circle, because the flags will only move up if they are available, so even if it is like 1 unit above the resting position, bots will think it is complete, but the bots that are currently using the flag won't stop until the invisible button stops moving. So even if it is slightly high bots will ignore it, but when it reaches the bottom again bots will go to it.

Ok, good idea, i'll try to get to that tonight while working on last series... smile.gif

[Edit] Yeah, this looks promising, set all flags to one unit above the bottom position. If flag gets stuck and they are killed, they won't cap it, but when a player caps it, bots will be able to cap the next incomplete goal. (Instead of getting stuck at one flag goal for the rest of the game.) smile.gif

Request:
Would it be possible to add a waypoint_move command, one that retains the flags & connections? I think that would be very useful fixing waypoints, a big time saver. What do you think?

Posted by: Cheeseh Feb 1 2019, 09:05 AM

QUOTE(madmax2 @ Jan 31 2019, 08:25 PM) *

Ok, good idea, i'll try to get to that tonight while working on last series... smile.gif

Request:
Would it be possible to add a waypoint_move command, one that retains the flags & connections? I think that would be very useful fixing waypoints, a big time saver. What do you think?


I can add "waypoint cut" and "waypoint paste", and it will try to keep the same waypoint ID as not to break scripts. If can't keep the same ID then it can issue a warning message about the new ID

Posted by: madmax2 Feb 1 2019, 09:09 AM

QUOTE(Cheeseh @ Feb 1 2019, 01:05 AM) *

I can add "waypoint cut" and "waypoint paste", and it will try to keep the same waypoint ID as not to break scripts. If can't keep the same ID then it can issue a warning message about the new ID

Excellent, sounds good... smile.gif

[EDIT] I don't need it now, for updating wpts, but could you also add the autowaypoint function back in? I autowaypointed Judgement with the old rcbot then converted it and edited it with rcbot-AS. It worked ok, but had some glitches using the old bot in SC5 ohmy.gif

Gotta sign off, past 1am here, and a travel day... Thanks Cheeseh... smile.gif

Posted by: Cheeseh Feb 4 2019, 08:40 AM

QUOTE(madmax2 @ Feb 1 2019, 09:09 AM) *

Excellent, sounds good... smile.gif

[EDIT] I don't need it now, for updating wpts, but could you also add the autowaypoint function back in? I autowaypointed Judgement with the old rcbot then converted it and edited it with rcbot-AS. It worked ok, but had some glitches using the old bot in SC5 ohmy.gif

Gotta sign off, past 1am here, and a travel day... Thanks Cheeseh... smile.gif


will try, will take a lot more effort than waypoint cut paste tho laugh.gif

Posted by: madmax2 Feb 5 2019, 07:58 PM

QUOTE(Cheeseh @ Feb 4 2019, 12:40 AM) *

will try, will take a lot more effort than waypoint cut paste tho laugh.gif

Guess I should of been more clear, the autowaypoint would be a nice addition, but it's not a high priority for me. I thought you could take the code from rcbot 1 or 2, but perhaps you have to re-write it in AS? The cut & paste wpt is more important to me, as I've seen a lot of situations that will be useful. So, just put autowayoint on the list of possible additions, for when & if you want to add it? wink.gif

The last series waypoints are taking a bit longer than I thought, ran into some problems that slowed my progress, but most of it is resolved now. Once I get last3 into shape, I should be able to add them to the pack. Last3 has an awful lot of wpts & paths, I've removed some of that... (btw, I may of come across a bug with barney wpts, I'll try to post the details soon, with some debug info)


Posted by: madmax2 Feb 8 2019, 08:19 AM

Added Updated Last Stand waypoints, original waypoints by Mard... (4 maps)

I will post some details tomorrow ...

Posted by: Cheeseh Feb 9 2019, 05:20 PM

QUOTE(madmax2 @ Feb 8 2019, 08:19 AM) *

Added Updated Last Stand waypoints, original waypoints by Mard... (4 maps)

I will post some details tomorrow ...

smile.gif cool

I added some new commands


CODE

waypoint_cut
waypoint_copy
waypoint_paste
waypoint_move1
waypoint_move2



cut/copy/paste just remembers the waypoints flags
waypoint move1 / move2 will move the waypoint to a new location. Use move1 to select a waypoint first, and move2 to place it to the new location


Posted by: madmax2 Feb 9 2019, 10:23 PM

QUOTE(Cheeseh @ Feb 9 2019, 09:20 AM) *

smile.gif cool

I added some new commands
CODE

waypoint_cut
waypoint_copy
waypoint_paste
waypoint_move1
waypoint_move2

cut/copy/paste just remembers the waypoints flags
waypoint move1 / move2 will move the waypoint to a new location. Use move1 to select a waypoint first, and move2 to place it to the new location

Excellent, I will use this a lot... biggrin.gif

After playing through the whole Last series, I may need to do a bit more tweaking on some waypoints. Bots do good for most areas, just some things could be better. Last4 is good, just looking at 1, 2, & 3 now...

Generally, for most all waypoints, I did a lot of path edits and removed some waypoints, there is more that could be done. And the new move commands will be great for fixing/improving waypoints like this. Also, removed a number of important givetypes, mostly on door buttons. Added some Unreachable wpts. Since the maps are survival now, most of the ammo has been removed or moved, some health/batteries changed too. While I fixed some of these locations, I left some unused ammo locations to keep bots going there. Bots do fine this way, but I may remove more & see how the do?

Outline Details of the major fixes/additions... Got a bit long winded... blink.gif

Last4: Fixed all ladders so bots go up them well, get the RPG, bots will occasionally call a airstrike. Waypointed the new tower, so bots can go to the top & snipe/RPG the enemies below, then return tho the main area.

Last3: Has the most wpt/path/ammo/health/armor/weapon edits, more could be done. There are 2 shortcut doors in this map that don't work by the use key, player must push against the panel to open the doors. I fixed this by putting a path through the panel to an important wpt, bots will open these doors at random, they can use the shortcuts once open.

I don't have a checkground on the bridge atm, I may add that back on, still testing that area. I tried to improve the wpts at the rotating machine with platform wpts, but couldn't get it working better than what Mard had there, I did add an extra wpt there that helps a little. Bots do fairly well there as is, at least 50% success...

The next area with the impact machine & HT into the vent was completely reworked due to a map change there. Bots can go in the vent & turn the machine on then come back out the vent, but they are a little slow at it, and they have a little trouble at the HT/vent ladder, but no permanent jam. I originally was going to leave this vent for players only, I'm still testing it and may change it again?

Fixed it so bots can activate the laser & get the crystal, but they may not get the crystal the first time, which is ok..

Reworked the last ladder so bots can jump up to ladder and into vent, it may take a couple attempts...

Last2: A number of changes/additions on this one too. The biggest changes are in the center & end of the map. I removed the armor givetype at the HEV charger in the 2nd half of the map, as they seem to multi-path & use some shortcuts much better without it. Bots can grapple into the elevator shaft & climb the cables to the top. Bots can grapple up to the generator controls, turn the generator off then jump back down, or use the shortcut door there when open. Turning off the generator usually is not fast. Bots would open the generator shortcut door, but they may of quit doing that when I got them using the other shortcut to the boss room more.

Bots can jump across electrified floor and open the shortcut door, but they may not open the shortcut door until all the enemies are killed. There is a grapple wpt there too, but they only use the jump path atm. I have some ideas to improve this whole center area, so may update this wpt again. Fixed the last ladder in vent so bots don't get stuck there, and bots will go both ways in vent now. Some tweaks in the boss room and to end of map. Bots can end the map, but there is plenty of time for a player to end it too...

Last1: Reworked some pathing in the 1st area, around the "tent/radio", and added a path over the tent (just for fun)... some tweaking here & there, and at the teleporter controls. At the next area, changed the HT at the wood plank to a jump wpt, single bots can now jump up, go over the top and open the door there, unassisted. Reworked the paths/wpts in this room so a crate doesn't block that door and bots won't spawn into the crate, haven't seen either for a while now, so hopefully it's fixed.

The barney wpts there is currently not used by otis, I encountered a possible bug here and will post on that soon... For now, I added some wait & staynear givetypes there so bots protect otis from the 1st pit drone, that was killing him a lot, it seems to work most of the time. Right now, otis likely won't open the weapons room without player help, but may open the 1st 2 security doors if he survives. Fixed the ladder room to get the uzi, but bots won't use the uzi much? Bots can end this map, but there should be time for players too...

For The first 3 maps, bots probably would work better if scripted, but I do like some random behavior in the bots too, as it gives the players time to figure out the map and do things. So I would need to think about that?


Posted by: madmax2 Feb 18 2019, 09:31 AM

Cheeseh, the new move1/move2 commands work great, I've used it several times now on Last Series maps. I've used it at a HT, at doors, at ladders, in vents, at ammo boxes, and to adjust for better navigation in difficult places, etc. I think this is one of the most useful commands, thank-you... smile.gif

For desertcircle, your idea to set the z low is working good, so bots won't get stuck at a flag now. I put the z settings at one unit from the bottom.

=============================
Updated Last 1 & 3 rcwa's

Last - Improved the navigation around the tent/radio and other areas of map with the move commands. Bots run around & under tent without getting caught on the poles. Bots shouldn't get stuck behind those double doors for long, if ever. Bots protect otis from 1st pit drone better, I think?

Last3 - Improved Human Tower & vent area. Bots will open & use shortcuts faster now. Bots likely won't get grenades, removed the weapon givetype there, this was one of the reasons bots were not using some shortcuts. Some adjustments to ammo wpts and for navigation...

=============================
Updated Desertcircle rcwa + script

desertcircle.rcwa - Ladder improvements at 2nd flag. 1st & 3rd flags have been reworked for different approach, so hopefully those flags won't stick to often. Two more important wpts to encourage bots to use the middle & reverse routes to the fort after the last flag is captured (bots also run the outer perimeter route).

desertcircle.ini - new & improved script

Bots won't get stuck at a flag now, trying to raise a stuck flag that has already been captured.

If a bot is killed while raising a flag, bots will bypass this flag and continue to next goal, and will return to this flag when it reaches the bottom of the pole (they cannot capture the next flag, they will die trying, so will respawn before this flag).

If the flag gets stuck anywhere above the bottom, then bots will continue to bypass this flag, until a player truly captures the flag, indicated by the music playing. At that point bots will be able to capture the next flag, and so on...

2 non-entity scripted wpts added so bots will use middle & reverse routes after all flags are captured

=============================
I'm still testing these wpts, and may update them again? I think they are better than the previous wpts & script... Trying a few things for Last2, but after that i'll work on some other wpts. I think these are good enough. rolleyes.gif

Posted by: Cheeseh Feb 18 2019, 01:32 PM

thanks madmax , I will try to update the bot with these and have a look for that barney waypoint bug -- still haven't got around to doing it but on my list of things to do. biggrin.gif biggrin.gif

Posted by: madmax2 Feb 18 2019, 11:44 PM

QUOTE(Cheeseh @ Feb 18 2019, 05:32 AM) *

thanks madmax , I will try to update the bot with these and have a look for that barney waypoint bug -- still haven't got around to doing it but on my list of things to do. biggrin.gif biggrin.gif

No problem, I've been bogged down in these LAST wpts. Need to get them done & move on wink.gif ... That barney bug is weird, and may only happen when barney wpts are after a teleport wpt or button. It may be specific to this map only, not sure?

It looks like i'll be updating Last3 again! That darn Human Tower was messing up again blink.gif . So removed the crouch on the top wpt after the HT, and both down paths from it, its a basic HT config now with no extra givetypes, and the lead-up wpt squeezed in tight to the HT. This seems to work the best. Tweaking a few other things, hopefully will upload it tonite? rolleyes.gif

Posted by: Cheeseh Feb 19 2019, 09:00 AM

QUOTE(madmax2 @ Feb 18 2019, 11:44 PM) *

No problem, I've been bogged down in these LAST wpts. Need to get them done & move on wink.gif ... That barney bug is weird, and may only happen when barney wpts are after a teleport wpt or button. It may be specific to this map only, not sure?

It looks like i'll be updating Last3 again! That darn Human Tower was messing up again blink.gif . So removed the crouch on the top wpt after the HT, and both down paths from it, its a basic HT config now with no extra givetypes, and the lead-up wpt squeezed in tight to the HT. This seems to work the best. Tweaking a few other things, hopefully will upload it tonite? rolleyes.gif


I will upload when you're done, no worries -- I'll need to improve HT tbh

Posted by: madmax2 Feb 19 2019, 10:46 PM

QUOTE(Cheeseh @ Feb 19 2019, 01:00 AM) *

I will upload when you're done, no worries -- I'll need to improve HT tbh

Updated Last3 again, seems to be good now rolleyes.gif . Didn't get to Last2 last night... I'll post a few details on Last3 later, after I unscramble my brain LOL... wink.gif

[Edit 2-25-29]
Updated Last2, will post more info later...

Posted by: madmax2 Feb 27 2019, 11:09 PM

Finally, think I'm done with these for now... rolleyes.gif

Last2 was updated a couple days ago... most notable changes are:

Bots prefer to jump across the electric floor but will grapple there as well, and they will be more reliable at opening that shortcut door. Beyond that, bots will also open the laser room shortcut door better.

In the last vent past the ladder, bots would sometimes get stuck looking down thru the side of vent (2 places) in the direction of the action below? Not sure why, as the crouch wpts looked fine and spaced close enough? Tried moving them and adding jumps but nothing worked to resolve the problem until I noclipped 2 normal wpts between 2 crouch wpts, kinda high and off to the side with auto-paths I left in (no cleanup to the paths). It looks messy but fixed the problem! They seem to pick up on a normal wpt about the point they would get stuck before.

More improvements in the lift shaft to the barnacle gun. Added an important flag to a wpt near the gun, to stop some confusion the bots were having, due to no important goal available to them until they picked up the barnacle gun.

A few changes in the boss room, to help bots move around the room better and they will use the teleports to the boss room, but not all the time.

Last3 Updates:

There were a number of fixes/improvements on this wpt, but there is one door bots will sometimes stop at and wait for it to close then open again before they go through, half the time they go right though it. It's not a major issue, and i've tried many things to fix it, but I think the door trigger is to close to the door, so i'm done with that.

Today, added a minor fix for jump into vent at the boxes, with 2 fallback wpts added there.

Added the checkground back onto the bridge but with some new jump down paths/wpts to the area below, so they may attack the voltagores or shoot down from above. Other wpt/path changes too...

More work on the HT, it seems good & reliable now. I added a new approach wpt, straightened the approach, jump flagged the top wpt, and removed some extra paths from the top wpt so they are forced into the vent. It's definitely much better now.

Bots will open that next shortcut door before the crystal room reliably (the shortcut to bypass the giant gear machine), if they go past it to the crystal room, they can go back to it and open it, and often do so.

Added openslater back on crystal, bots won't pile up on glass anymore & will activate laser 1st time...

=====================================================================
On both wpts, I used some fake ammo, health, or armor givetypes to get bots moving around rooms or going places or pressing buttons more reliably/better. It works well, but was a lot of trial & error. It may of been easier & faster to of scripted the main goals? So I may try that the next time, these wpts are working good w/o scripts now...

I used the move commands to make some things work better, it solved some problems just realigning wpts. Like the "big" door on Last3, by moving the door wpts closer to the door buttons, bots no longer fail to open that door and it Only took a few seconds to make the change. What's nice about it is, I can now quickly make a change while the bots are running around and see if the change helps before saving it, and it doesn't disrupt the bots current paths.

Anyways, enjoy, these wpts are final for now... wink.gif

Posted by: Cheeseh Mar 3 2019, 09:45 AM

great -- added to git now tongue.gif

Posted by: madmax2 Mar 3 2019, 09:21 PM

QUOTE(Cheeseh @ Mar 3 2019, 01:45 AM) *

great -- added to git now tongue.gif

Cheers man... biggrin.gif

I've been trying to convert my sc_psyko wpt, but bots seem to be having trouble with the openslater wpts. It's a hub map with 10 doors in the central room and I currently have 13 openslater wpts in it. Bots don't want to go through most doors unless I remove the openslater givetype. I'm trying to re-position them to see if that helps? Might have to make a basic test wpt & see if that changes anything. Think I may need to check the doors & bots with debug, as they will act confused in the central room until I remove an openslater.

Got them making the lava & slime jumps/areas, also the ice area, and partly the cloud & sun areas. Still more work to do though.

I'll do a few more tests on this, but if it continues to be problematic I'll just set it aside for now, and move on to some walkthrough maps I want converted...

Posted by: madmax2 Mar 10 2019, 09:02 AM

Converted & updated my sc_royals waypoints. I'm not quite done yet, so these are wip wpts. Though sc_royals 1 3 & 4 are fully waypointed & tested and are very close to final, there could be a few more minor tweaks or additions, like pickups (ammo etc) or unreachable wpts. Most of the broken areas are fixed, so these 3 maps should be fully playable.

sc_royals2 needs more work, but parts have been fixed. Bots can make the cavern jumps and progress as far as the blooders pool. At that point I fixed the jumps across, but it's not nearly as good as the old bots were.

Anyways, there will be at least one more update for some of these... wink.gif

Posted by: madmax2 Mar 12 2019, 05:44 PM

Updated sc_royals 1 again.

Fixed a minor issue I induced at the spawn, bots trying to go through the ground (openslater). More work on vents & tunnel, added ammo & armor, re-positioned several wpts for smoother navigation & less sticking/jams. New wpt configuration at end of 1st vent to help bots get past pushable boxes. Players can break the boxes, but bots won't.

New wpts/paths at end of map to make bots less focused on the buttons in the control room and move around the whole area (crane room - important wpt added & wpt adjustments), they are more robust, better action. Removed a wpt in the wall in crane room left over from a old version (wasn't causing any problem tho). Moved the important wpt slightly closer to the plunger so bots will blow the ceiling a little faster at random. It may happen quickly sometimes, a single bot may do it now, but it should take some time for a bot to use the plunger most of the time. I don't want the bots to end the map to fast, so players can have fun in this area of the map.

While this rcwa is much better than the last release, I may need to look at the 1st vent again for bots hanging in there on occasion. I don't think there is any permanent jam in the vent, and I changed the wait_noplayer & vent entrance to minimize any problems. Need to do More testing for that, just ran out of time.

Posted by: Cheeseh Mar 18 2019, 09:20 AM

Thanks ... Will check them out soon hopefully and put them in the git. Still havent implemented auto waypointing. Just improving the auto pathing as u may have noticed before i can start on full auto waypoint system

Posted by: madmax2 Mar 18 2019, 05:42 PM

I've updated sc_royals2, but it's probably not final? Bots can now make it to the end of the map (full circle). Bots can grapple and will get the grapple. I know they can make it through the blooders pool when notarget is on, but I am still working on this area and need to compare this wpt to my current wpt. With this wpt bots will wait on the wedge and become easy targets, and 2 bots may end up on the wedge shooting at the blooders, LOL.[edit] Was a different rcwa, not this one, there is no wait wpt on the wedge, oopps. I'm trying to eliminate the wait on the wedge with the current wpt.

With the current wpt, I've done some drastic changes in the blooders pool area, adding & moving wpts. I think it may be better overall at the blooders pool, but not sure? Needs further testing & tweaking... I may update this wpt again in the next few days?

QUOTE(Cheeseh @ Mar 18 2019, 01:20 AM) *

Thanks ... Will check them out soon hopefully and put them in the git. Still havent implemented auto waypointing. Just improving the auto pathing as u may have noticed before i can start on full auto waypoint system

Thanks, I can wait for autowaypoint, it's not a high priority for me... I do have another request tho... wink.gif

bots_dont_shoot would be a big help at the blooders pool, if it's not difficult to add? I think the jumps are close now, just hard to be sure whether they are attacking, or missing the jumps?

Posted by: Cheeseh Mar 20 2019, 09:11 PM

added "don't_shoot" command

also tweaked sc_royals 1 slightly at the vent exit - bots were moving too slowly/getting stuck - put them on git

Posted by: madmax2 Mar 22 2019, 12:37 AM

QUOTE(Cheeseh @ Mar 20 2019, 01:11 PM) *

added "don't_shoot" command

also tweaked sc_royals 1 slightly at the vent exit - bots were moving too slowly/getting stuck - put them on git

Build: 013d60406ba48cc7ca5128a6af7f09c06b2f985e

Thanks, but I can't seem to get the don't_shoot command to work ohmy.gif ? I tried a bunch of variations, with & without ', on specific bot or as a global command, tried as a config command too...

CODE
as_command rcbot.don't_shoot
as_command rcbot.dont_shoot [m00]cow
as_command rcbot.don't_shoot [m00]cow
as_command rcbot.config_don't_shoot
as_command rcbot.bots_don't_shoot


Bunch of others... What should the full command syntax be?

Yeah, as for sc_royals1 vent, I had a complicated wpt config there, trying to get the bots to at least push the double stacked crates to the corner, so they could pass between the crates without pushing them down the hallway. It worked maybe 70% of the time, but not 100%. It did induce a problem with an occasional bot stuck at end of vent (because the path out of vent went to the right & not the left). I thought I had fixed the stuck bot with another wpt/path noclipped in wall/vent there, but perhaps not, i saw a bot standing there today.

The reason I didn't want them to push the boxes down the hallway is sometimes they would get trapped there for a short while, maybe as long as a minute? But most of the time they manage to slip by the boxes plugging the hallway, or they are destroyed by enemy fire. So it's really not a big problem, cause players will just break the crates. So, it was a unnecessary fix, and wasted time...

This does bring up some pushable issues I wanted to ask about... rolleyes.gif

1. does the pushable wpt actually do anything, and should I be adding them into wpts, or removing them from old wpts? bots seem to push without them...

2. I've been seeing bots walking a long time after they contact a pushable, it seems more noticeable with my wpt config at the end of the vent. It may no longer happen with the git wpt, I didn't notice it on 4 tests. With my wpt, there was a pushable wpt in the far corner from the vent that would always be blocked from view when the bots push it there. You removed that wpt from the git wpt. I'm not sure if it is the wpt positioning or just the fact that the pushables are not destroyed as much with my wpt? I do know if the pushables are destroyed, the walking thing stops happening. Any idea what is causing the walking after contacting or seeing a pushable?

3. perhaps, have bots swing their crowbar a few times, if there is no forward progress after 20 or 30 seconds? since pushables are often breakable. Not sure if this is a good idea though, some may be explosive? But I think if a pushable is required to finish a map, it won't be breakable.

Posted by: Cheeseh Mar 22 2019, 08:31 AM

as_command rcbot.dont_shoot 1

seems my phone did some auto correction at a bad moment (the ' character is an invalid character in the console)

pushable waypoint doesn't do anything yet

if the bots path is blocked by a pushable then they hold the USE key.

They don't destroy pushables on purpose yet. The reason was because I wasn't sure if some pushables were useful for humans to reach certain areas etc.

Posted by: madmax2 Mar 22 2019, 05:50 PM

QUOTE
as_command rcbot.dont_shoot 1

Ok, I'll try that...

QUOTE
pushable waypoint doesn't do anything yet

if the bots path is blocked by a pushable then they hold the USE key.

Ok, that confirms what I was thinking. I did verify bots do the walking thing with the git wpt w/o a pushable wpt. The pushable is blocking the path and I hear them press use. Perhaps they don't have enough speed when they exit the vent, to get a strong push?

I saw bots stuck in the end of the vent with the git wpt.
http://img4.imagetitan.com/img.php?image=19_sc_royals1_vent_exit.jpg
I think that is why I had a wpt just outside the end of the vent, to prevent this? This was after the pushable had been moved, but it is still blocking the path. I believe, if there is a wpt outside the end of vent, bots don't execute the pushable code until they exit the vent (touch the wpt just before the pushable)? I'll do more testing in this area, don't want them blocking in or end of vent, I'll see if I can improve it?

QUOTE
The reason was because I wasn't sure if some pushables were useful for humans to reach certain areas etc.

Yep, I'm not certain about that either? I would think a pushable that is needed to progress to end of map should not be breakable? But poor mapping may prove me wrong? Also, breakable pushables could be used to get ammo, health or armor? Seems there is a map where boxes are pushed into water or slime to make a bridge? I don't remember if they are breakable, but they float.

Posted by: madmax2 Mar 24 2019, 04:26 AM

Updated sc_royals1 (again) rolleyes.gif

Mostly worked on first vent and pushables area. Added 2 new wpts in vent and adjusted one to prevent a rare pile-up of bots, due to a bot stopping in vent. Seems it helps to have more wpts inside vents, closer together.

Changed the wpt config at the end of vent, hopefully so bots don't stop at the exit and get a good push on the boxes there. Instead of having bots avoid the boxes, I have them pushing the double stacked boxes down the hallway and just go around the other box there. Bots will either push the boxes into the turret room to the right, or towards the m16 locker. Either way the boxes usually get destroyed. If they are pushed towards the m16 locker and don't get destroyed, there is a new openslater wpt there that tells bots the path is blocked and they avoid the boxes now, it works good...

Occasionally, bots will push both boxes and may temporarily plug the hallway, but it has always sorted out on its own, and the boxes are usually destroyed. It may take 2 bots to push both boxes down the hallway.

Also, worked a bit on the last vent for a rare pile-up of bots. Added 2 new wpts in the vent, and moved 3 wpts for smoother movement at the corners.

Tweaked and tested the !@##$$%%^ out of this one, so it better be good... wink.gif

So now I can get back to sc_royals2, and finish it (mainly the blooders pool), then i will be done with this series. smile.gif

Posted by: Cheeseh Mar 26 2019, 08:41 AM

meant to check this out last night. will try to remember tonight

Posted by: madmax2 Mar 26 2019, 11:06 PM

QUOTE(Cheeseh @ Mar 26 2019, 12:41 AM) *

meant to check this out last night. will try to remember tonight

I hope it works good this time, i think it will? Must of run it 50 times the other day blink.gif ... That vent is touchy, and a bit of a pain. I think that crouch wpt just outside the exit does help keep them from stopping just before they exit. A couple times it looked like they would stop there, but then they seemed to see the wpt there and continue moving. There are a couple other places in that vent bots would stop at before, and appear to be looking off to the side! But I think more wpts fixed it.

Just got back to royals2 today, and I think I'm making good progress at the blooders pool using the dont_shoot command. So maybe a new wpt for that in the next few days... smile.gif

Posted by: RoboCop Apr 1 2019, 06:55 PM

Looks like sc_psyko needs some fixes.

Posted by: madmax2 Apr 2 2019, 04:55 PM

QUOTE(RoboCop @ Apr 1 2019, 10:55 AM) *

Looks like sc_psyko needs some fixes.

Hey Robocop, Yeah, sc_psyko has some big problems. I set it aside a month ago to work on royals waypoints. Wow, it's been a month already... Anyways, here is the post that gives some details. wink.gif

http://rcbot.bots-united.com/forums/index.php?s=&showtopic=2212&view=findpost&p=14981

I was making some progress on it, just got a bit frustrated with the doors. I had an idea on what to do about the openslater wpts on those doors, just haven't got back to it yet...

=====================================================================

I uploaded a updated waypoint for sc_royals2, it's still wip but is much better in the blooders pool area. Bots can make it through the blooders pool fairly well without cheats on. The hardest part for them now is at the wedge jump, but overall they do well, but not perfect... I added a number of new wpts to the area, it's more complicated than the last rcwa, some have been repositioned too. If a bot gets stuck to the side of the ladder, there are new wpts there that help them get up the ladder and not jump back in...

Bots can make the jumps at the caverns better, with a couple small tweaks, but may not open the shortcut as fast?

The main reason this is still a wip is I noticed an old problem was still present. Bots occasionally get stuck near those skulls at the shortcut door to the cavern. I've tried a couple things, but it is still not fixed. I'll post some details later if I can't figure out a solution. If you crouch under a stuck bot, that seems to free it up and it will start moving again...

I probably will add some unreachable wpts & waypoint in the armor at the blooders pool too. Think I'm done with the blooders pool, but may want to tweek the grapple, it's ok as is though? So I hope to be done with this in the next week. Spring is here, so I've had less time for waypoints this month...

Posted by: madmax2 Apr 10 2019, 09:12 PM

Doing final testing on sc_royals2 now. Hope to release later today. Several improvements from last release. I believe I have fixed the stuck bots on those skulls, have probably run over 100 bots through the area without one stuck bot on either skull (testing 3 bots per round).

Bots are 99% successful with the grapple 1st attempt, so long as no other bot/player gets in the way. Changes or fixes have been done in most areas of the map, this should be the final update... rolleyes.gif

Posted by: madmax2 Apr 12 2019, 09:18 AM

Well, I thought I was going to release sc_royals2 final rcwa today, but ran into a problem sad.gif . I had it working good on my winXP PC, but thought I would speed up testing by running it on my win7 PC too. I had to test the whole wpt like 3 times on win7 to be sure there were not more problems, but it seems to be mainly at the last jump in the cavern area (with breakable stones). Bots were making that jump fairly well on winXP, but on win7 most of the time bots veer off hard right, kinda weird, not sure whats causing it? It's probably not the OS, but the win7 PC is a lot faster. I know the old rcbots had issues with those stones, so I broke some in the area, but no change. Tried moving & deleting a couple wpts, still no change. It is 2 different versions of sven, winXP=sc5.17 & win7=sc5.18, but it seems to be to specific to be the game versions, but not sure? Map bsp's are the same. RCbot builds are the same, 3-20-19.

Anyways, I'll see if I can get it sorted out tomorrow? I really wanted to post it today and be done with it dry.gif .

Posted by: Cheeseh Apr 12 2019, 04:17 PM

If there's anything that could cause issues it could be frame rate.

Posted by: madmax2 Apr 12 2019, 06:51 PM

QUOTE(Cheeseh @ Apr 12 2019, 08:17 AM) *

If there's anything that could cause issues it could be frame rate.

It does seem to be the speed of the bots. When they land on the last stone, they look like they overrun the landing wpt to the left, so veer right to touch the jump wpt. The stones are not in a straight line, so there is a curving to the right for the bot's path.

I'll spend some time on the straight jump path, but if it won't work, there is another path they can take for the last jump. I made some quick edits last night, it doe's work. Bots do a circle on what was the last stone and jump to another stone, then over to the ledge. Actually it's kinda cool looking tongue.gif ... They are even better this way, maybe too good now, players won't be able to keep up through here, so I may need to cripple the bots a little bit if I go with this loopy thing... biggrin.gif

I have frame rate limited at 60fps or vsync is enabled on the win7 PC, and it is smooth & steady. The old XP PC runs below 60fps and a bit unsteady, I'll have to check it again to see how much lower, but it's not real bad in this area. There may be some lag when first entering the room, will need to check this too. Guess I could try lowering my video/game settings (higher fps) to see if I can duplicate the problem on my old PC, but the hardware difference may be to great?

I would like to know when I make a wpt on the old PC that it will not have to be reworked for a newer PC. Guess for now I'll have to test all wpts on the newer PC, but since I do most of the work on the old PC, I really don't want to do that. Maybe, if I do it earlier in the process I can spot a potential problem? Most of my wpts likely have not been tested on the faster PC, hope those wpts don't have serious problems?

Even though I'm a bit burned out working on this rcwa blink.gif , RCbots are pretty entertaining to watch in SC, i've seen some funny stuff... biggrin.gif

There were a couple other issues I ran into working on this rcwa, I'll post about that later once I have this rcwa done.

Posted by: madmax2 Apr 16 2019, 12:48 AM

------------------------------
Updated sc_royals2
------------------------------
I recommend no more than 3 bots for this map, even with 3 bots there can be some temporary jams in some tight areas, nothing permanent that I know of. Just wait it out if it happens. With 2 bots you likely won't see any jam/stuck problems, I did all testing with 3 bots.

---------------
Summary, *see details below, if interested... wink.gif
---------------
*1. New Human Tower and Grapple configuration. It's a dual path setup now. First bot can open the shortcut door now.

*2. Adjusted waypoints for shortcut door to cavern, so bots won't get stuck to the skulls there. Chances are greatly reduced, maybe 2% chance it may happen.

*3. Cavern jumps improved for faster computers. Bots use 2 paths at the last jump, straight or loop... Changed the bridge area for more action and a falling issue...

*4. Better movement & action at the well area. Bots circle the well & double jump to the roof now. Bots usually won't jump right into the well, which opens the last (first) shortcut door.

-- Mummy Pit adjustments, so bots can move through quickly once it has been cleared.

-- Fixes for barnacle gun ladder, if 3 bots bunch up on the ladder they should sort out quickly, but it likely won't happen with this waypoint.

-- Blooders Pool is about the same, but added unreachable wpts for slaves, and waypointed the battery there.

-- Waypointed more pickups for bots, new wpts/paths & re-pathed areas for more movement options. Waypoint positions adjusted for smoother navigation at corners, etc.

---------------
Details
---------------
*1. Bots grappling will be near perfect as long as no other bot/player gets in the way. Bots move faster in this area now, for more attempts at the HT, and bots are no longer forced to stay on the HT wpt. The main reason I did that was, the first bot that survives the blooders pool & barnacles almost always goes straight to the HT wpt. This way the first surviving bot will open the shortcut door within about a minute or less.

I adjusted the jump wpt for the HT and I think the success rate is better. I noticed there is a pattern to the HT. First, the HT bot must be very close to the HT wpt, most of the time they are, but sometimes they get to far forward or off to the side, then towers will likely fail, but bots reset quickly too. The first time there, the jumping bot will land on the HT bots left shoulder, left shoulder jumps almost always fail here. If the bot roles remain the same, the jumping bot will almost always land on the HT bots right shoulder (or to the right of last attempt) the second time, and he will make a successful landing on the platform above. After adjusting the jump wpt, bots can even make the jumps if they are slightly left of center on the HT bot. I've seen them make backwards & reverse peroet jumps this way...

*2. Since my last release I've done about 20 revisions of the waypoint, yikes, a bit insane, I know blink.gif ... This whole area, cavern, shortcut door & skulls, and bridge area is where most of my time was spent. So I've tested for the stuckage problem here extensively. Since changing to the current config, there have been 3 stuck bots, 2 got free on thier own in under 2 minutes. I had to push up against & crowbar the 3rd bot, which freed up as soon as it came out of a crouch, so not to bad.

So to reduce stuck bots here, the path is oneway, new wpt/path that goes around that skull, and a staynear givetype was added. There are some collisions due to the way I have the bots opening the shortcut door. From the rope side they fall to the door. This causes bots to spin in place for about 10 seconds, then they turn around and go back up the rope. But once the door is open, falling bots from above can collide with bots climbing the rope, but it has been sorting out ok, without any permanent jams or stuck bots on the skull or the rope. I did have to raise the top wpt a bit for bots getting stuck near the top of the rope, that seems fixed.

Also, bots will still go opposite to the oneway path, it is a very short oneway path at the openslater wpt. There is a couple ways this will happen, colliding bots will be forced across, or falling bots run across the open path, they will just go right back up the rope or go to the cavern jumps, it works ok... I did leave a wpt over the top of the skull, I'm not sure at this point if it helps or hurts, but since the stuck bots are so rare, I chose to leave it in...

*3. I adjusted the jumps at the cavern stones for a faster PC, mainly had to fix the last jump where bots veered hard right. The easy fix would of been to just force bots to the alternate looping jump, but now they do both the loop & straight jump. I did add a wpt and adjust several for this wpt, but the main problem for the straight jump was way back on the first stone. All that was needed to fix the veering right on last stone jump, was to slightly move the wait/staynear waypoint on the first stone to the right. The problem was like an oscillation that got worse with each jump, first right, then left, then extreme right at the last jump. Bots were not doing this on my old slow PC, but since the waypoint jumps were adjusted for the old PC, the timing is different on the faster PC! The jumps still work ok on the slower PC, but perhaps not as good as they were before?

I did have some difficulty getting bots to open the shortcut door the way I want them to. It's close now but perhaps not perfect. Sometimes 1 or 2 bots, but usually 4 to 10 bots must successfully complete the jumps. Bots often go to the bridge area then return to open the shortcut door. I didn't want bots to open the shortcut fast, I can get them doing that without a script. I wanted to force players to have to try to make these jumps, at least part of the time, they are far easier than the blooders pool jumps. On fast PC's they will probably open the shortcut quicker than I would like to see, cause they are to good at the jumps.

I set the bridge area wpts to work with the shortcut door, bots can go to the other side of bridge then return to open the shortcut. They usually are forced back by monsters or just come back on their own, but some will keep going. Sometimes bots jumping the cavern will directly open the shortcut, it's somewhat random without a script, or something they really want, like ammo or armor. I slowed the bots down at the bridge with more crouch/jump wpts, so they don't get to far ahead of players, for more action on the bridge, and for a falling problem I will post elsewhere on...

*4. At the well area, I sort of crippled the bots so it's not easy to jump into the well, for several reasons. So again they don't get to far ahead of players, much improved longer battles here, they don't open next shortcut to fast by jumping down the well quickly, and likely to press the 2nd pyramid button here before opening the last shortcut. It works most of the time, sometimes a bot gets in the well to fast.

Several tweaks wpts added here for better bot movement/action, bots will circle well and double jump to the roof.

---------------
Note: I used a few "fake" givetypes to get bots working the way I wanted. I removed all armor givetyes, as they are a big priority for the bots, they seem to effect the routes bots will prefer. Examples: I put a ammo wpt on the battery at the blooders pool, if it was armor bots would rarely get the barnacle gun, unless I put armor on that too. To get bots using the longer loop path at the cavern jumps, I tagged a wpt in the path as ammo/health, where there is none.

I should try this with 2 bots, it might be better?

I'll post a couple issues that came up on this map/rcwa, and questions, perhaps tomorrow... Enjoy... smile.gif

Posted by: Cheeseh Apr 16 2019, 01:14 PM

wow amazing effort biggrin.gif . I will try to test and update the git soon

Posted by: madmax2 Apr 16 2019, 07:44 PM

QUOTE(Cheeseh @ Apr 16 2019, 05:14 AM) *

wow amazing effort biggrin.gif . I will try to test and update the git soon

Thank-you Cheeseh, I kinda went nuts on this one, and i'll be taking a break for a week or two on sven waypoints. I've had a dods waypoint nearly finished for some time now, I think that will be next... smile.gif

Is there a way to randomize, or delay, selective important waypoints in the script system? To control how quickly they would use a button, open a door, etc. Have them bypass an important wpt say 8 times before they go use it? This map would of been easy to script, but I didn't want bots to immediately open that shortcut at the cavern jumps, so I did not try to script it. Scripting a delay would be far easier than trying to get them doing it with waypoint methods.

It would solve some issues with the "waypoint only" method too. Like I had to allow bots to back track through that tight spot from the bridge to the canyon. That could be changed if it was scripted. Also, after testing on 2 PC's with different performance levels, It became clear finding the right balance for opening the shortcut door was going to be very difficult, and it is not constant or reliable. It is fairly constant/reliable on the fast PC, less reliable on the slow PC. Scripting it would solve that too...

I'm not eager to do it now, I think it's ok as is, but going forward it would be good to have the option to script a delay. I'll be kicking myself if it's already available... rolleyes.gif


Posted by: Cheeseh Apr 16 2019, 08:33 PM

It's a good idea, though I need to remind myself with the scripting system myself to see how simple a feature is to implement (which means time I'm finding rather difficult to find !)

Posted by: madmax2 Apr 18 2019, 08:38 AM

No problem, I wasn't sure if that function was there or not. Perhaps some future update... wink.gif

Posted by: danylopez123 Jun 17 2019, 02:27 PM

Hello there, im new to the forums... well, actually i've been watching over this for a long time without i register, but now i just did.
I just wanted to say that since April 15th of 2019 there is no new updates for the converted waypoints.
Are you still working with other maps?

Posted by: madmax2 Jun 18 2019, 05:52 AM

QUOTE(danylopez123 @ Jun 17 2019, 06:27 AM) *

Hello there, im new to the forums... well, actually i've been watching over this for a long time without i register, but now i just did.
I just wanted to say that since April 15th of 2019 there is no new updates for the converted waypoints.
Are you still working with other maps?

Hi dany,

Welcome smile.gif ... I haven't started any new conversions, but there were a couple that have been on hold. I've been working on a dod:s waypoint that I will probably release soon. I intend to get back to it (SvenCoop), just some real-life stuff slowing me down, and it's summer weather here, too smile.gif ...

Did you have some waypointing question, or specific maps you want converted? Or just curious about the progress?

Ok, I had a look at where I left off, I started work on these maps but have not finished yet...

sc_psyko - I did do some work on this, and tested most areas, but ran into problems with the doors, so put it on hold while working on other wpts. I've had an idea how to fix the doors, so this may be the 1st one I get back to working on?

sc_activist series (sc_activist & Sc_activist3) - There were some buggy bot problems on maps 1 & 2, not sure about map 3? I'll need to re-check these with the latest rcbot version.

jumpers - I don't think I did much on this yet?

Any official map such as toonrun or toadsnatch etc. should get tested, my progress was much slower than I had hoped sad.gif ...

Yeah, there is a boat load of wpts that need testing and will need some work...

Have you tested some? Do you have any requests?

My progress during summer months will be painfully slow, but I may be willing to work on some wpts, as my time allows... wink.gif

Posted by: danylopez123 Jun 18 2019, 09:31 PM

QUOTE(madmax2 @ Jun 18 2019, 07:52 AM) *

Hi dany,

Welcome smile.gif ... I haven't started any new conversions, but there were a couple that have been on hold. I've been working on a dod:s waypoint that I will probably release soon. I intend to get back to it (SvenCoop), just some real-life stuff slowing me down, and it's summer weather here, too smile.gif ...

Did you have some waypointing question, or specific maps you want converted? Or just curious about the progress?

Ok, I had a look at where I left off, I started work on these maps but have not finished yet...

sc_psyko - I did do some work on this, and tested most areas, but ran into problems with the doors, so put it on hold while working on other wpts. I've had an idea how to fix the doors, so this may be the 1st one I get back to working on?

sc_activist series (sc_activist & Sc_activist3) - There were some buggy bot problems on maps 1 & 2, not sure about map 3? I'll need to re-check these with the latest rcbot version.

jumpers - I don't think I did much on this yet?

Any official map such as toonrun or toadsnatch etc. should get tested, my progress was much slower than I had hoped sad.gif ...

Yeah, there is a boat load of wpts that need testing and will need some work...

Have you tested some? Do you have any requests?

My progress during summer months will be painfully slow, but I may be willing to work on some wpts, as my time allows... wink.gif


I have tested some but because of the long time it's been since i don't play Sven-Coop, i will have to see them again at some point.

As for a request... i currently dont have any... or at least... for the old Half-Life campaign waypoints converted for the new SC 5.0 now that there are less maps because they are more in 1 for some parts.

But there is no rush for that, i can always wait for new updates.

Posted by: danylopez123 Jun 24 2019, 02:24 PM

Ok, i've been thinking about a request, to start, how about the sc_tetris maps?
The waypoints feels incompleted.

Posted by: madmax2 Jun 25 2019, 09:01 PM

Hi dany,

I believe Ryusho was working on tetris maps. Not sure how far along he is, but I think he still stops by the forums, he just did a few days ago. Perhaps he has something to share? I kinda dread doing the tetris maps cause of all those tight spots and all looks the same, and lots of puzzles & jumps, very difficult waypointing. Right now I have my hands full of projects, but I will keep your request on the list, but would like to hear from Ryusho first. It would be a while before I could attempt the tetris maps, I think?

See here: http://rcbot.bots-united.com/forums/index.php?s=&showtopic=2210&view=findpost&p=14829

I'm always interested in what other members want though... smile.gif

Posted by: danylopez123 Sep 14 2019, 02:59 PM

It's been 3 months since i don't say any other thing here.

Now i wen't to that page and said something there.

I was also thinking about the main Half-Life campaign for the RCBots as it was having them in the older Sven-Coop versions.

But now that the HL Maps are updated for Sven-Coop, i guess at some point should convert/fix them for the new ones.

Posted by: danylopez123 Nov 9 2019, 03:19 PM

No offence but...
No one is answering so... the Forums might be dead now.
If anyone is still alive, contact me in my Discord bellow.