Converted, Updated & Tested Waypoints for RCbot-AngelScript
Latest Update: 4-15-19 (* denotes latest update(s))
These rcwa's are ready to add to the Git Repository, if you wish to do so...
I will add all converted & updated/fixed waypoints here.
Note, some waypoints may be WIP's and may get updated more than once.
Added Royals Series (1,2,3,4) - 3-10-19 WIP's - sc_royals2 needs more work, bots make it as far as blooders pool
Updated sc_royals1 - 3-23-19 fixes for vents & reworked pushables area, see post below for details
Updated sc_royals2 - 3-18-19 bots can & do use grapple, blooders pool fixes, bots go full circle to end of map
Updated sc_royals2 - 4-2-19 Improved blooders pool fixes, cavern jumps
* Updated sc_royals2 - 4-15-19 Improved grapple & HT area, cavern jumps, navigation, more pickups, etc...
Added Last Stand Series - 2-8-19 Updated original waypoints by Mard
Updated Last Stand 1 & 3 (Last & Last3) - 2-27-19 Better navigation, shortcuts, HT/vent
Updated Last2 - 2-25-19 - bots grapple at electric floor, use all shortcuts, & more...
Deadsimpleneo2.rcwa - Only tested in Classic game mode. Bots will pick a game mode randomly, but I recommend picking the game mode you wish to play, then add bots from the Waiting/Ready room.
Added Murks.rcwa - 12-1-18 Bots can play the whole map
Added desertcircle.rcwa + script - Updated rcwa & script 2-17-19 Bots can play the whole map, fixed flag issue with script
Updated sc_persia.rcwa - 1-14-19 Bots can play the whole map, Lattice ladder fixed + other improvements
Updated richard_boderman.rcwa - 1-13-19 Bots can play the whole map, ladders fixed
Updated Intruder.rcwa - 1-13-19 Bots can play the whole map, ladders fixed
(old info - Fixed issues at 2 ladders, few unreachables, reworked shack at beginning)
Updated Infested2.rcwa - 12-1-18 Hotfix - disabled last long ladder so bots won't get in way of players
Updated Quarter.rcwa - 12-1-18 Speed Update, so bots exit last 2 spawn rooms faster and get HMG better
Updated sc_doc.rcwa - 1-20-19 Fixed ladders, Improved Cavern jumps, fixed ceiling switch, pry door faster - 2 bots can do it too, jumps for bot jam in passage way to pry door
(old info - Fixed both HTs, vent ladder, doors better, Cheeseh's tweaks included)
See the waypoint topics for these maps for more information...
I should add, if others wish to add converted waypoints to this topic, they may do so. Please create a new topic for new waypoints, thanks...
I converted sc_psyko 4-2-20, bots no longer freeze in the spawn room. See this post to download...
I converted shattered 4-21-20, bots can play the map with player help, Updated 4-24-20
updated_rcwa_pack.zip ( 80.81k ) Number of downloads: 324
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.
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 ... Will you be adding teleport bots/players cheat, soon. I Could use that on infested2 & sc_persia...
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...
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?
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
Ok, I made some progress today with the peg jumps on persia , 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...
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...
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 ... It's not a problem if you can't or don't want to do it for some reason, thought i'd ask...
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
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...
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 <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
Warning, Massive post...
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.
Hmm. For now with the vent breakable issue try
As_command rcbot.debug_bot (bot name)
As_command rcbot.debug think
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
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...
1st Human Tower
2nd Human Tower
Laser Cannon Room
Vent after Laser Cannon Room
Is it definitely a func_breakable ? Use rcbot.search and it will print all greatest entities (with developer 1)
There's bug in the player search, you can use partial bot name
as_command rcbot.debug_bot [m00]wh3
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
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.
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.
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.  on 2nd test vent not there, 3rd test bot shot vent again...
 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:
Vent Covers Fixed: Bots will either shoot or crowbar them... Verified bots do crowbar both the 1st & 2nd vent covers (or shoot them)... thankyou
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:
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...
HTs are working better .
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...
Waypointing Request :
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...
Thankyou, saw that on git too, will try it today .
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...
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 ...
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.
Updated first post...
Added desertcircle rcwa + script - For the most part it is working good. Bots can play the whole map . 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 . 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 ... 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...
sc_doc.rcwa - Temporarily removed from the pack, the latest is included with rcbot-AS git.
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???
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.
didn't think about the horizontal ladder - I will test these later. Thanks!
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...
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...
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 ? I'm adding a couple more scripted wpts to it, just not sure it will make it better?
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?
Updated sc_doc again ... 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 ). [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.
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 . 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...
hmm can you check "active" on the rotary button or squad maker to see if they change?
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...
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.
Added Updated Last Stand waypoints, original waypoints by Mard... (4 maps)
I will post some details tomorrow ...
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...
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.
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.
Finally, think I'm done with these for now...
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.
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...
great -- added to git now
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...
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.
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
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. 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?
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
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.
Updated sc_royals1 (again)
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...
So now I can get back to sc_royals2, and finish it (mainly the blooders pool), then i will be done with this series.
meant to check this out last night. will try to remember tonight
Looks like sc_psyko needs some fixes.
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...
Well, I thought I was going to release sc_royals2 final rcwa today, but ran into a problem . 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 .
If there's anything that could cause issues it could be frame rate.
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...
*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.
*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 ... 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...
wow amazing effort . I will try to test and update the git soon
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 !)
No problem, I wasn't sure if that function was there or not. Perhaps some future update...
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?
Ok, i've been thinking about a request, to start, how about the sc_tetris maps?
The waypoints feels incompleted.
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...
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.
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.
I Hope everyone is well & safe from covid-19. With some free time this last week I decided to convert & fix sc_psyko rcw. It is playable now and I made a script to help the bots. The bots are no longer freezing up in the spawn area. It works ok, but openslater wpts will not work on 6 of the 10 doors in the spawn room, or the floor to the final area. As a result, bots will try to go through these 6 doors (& the floor) before they are available. I think this issue may have to do with the way the map was constructed (although the old bots had no problem with openslater on this map?), the 4 doors that do work with OL, are all on one side of the room.
I do think the script does help the bots find the open door faster, as compared to no script, and it definitely helps when the final area opens, bots will go there fast. Before that bots will tend to "check" a few doors in the spawn room before going to the correct door. As more doors open and areas are completed, those goals/areas are disabled in the script. But even after areas are completed, bots continue to return to those areas to "investigate"? So in an attempt to minimize this I removed all "pickup" flags (health, ammo, armor & weapon), even in the final area. I believe this is a separate issue from the door issue. I did a test rcwa, without Important or pickup flags, without a script, and bots have the same behavior, running back to completed areas. If you kill all the enemies there, bots may go there less. Most of these areas have a separate return path (a large loop) so bots won't be trapped there after all enemies are gone.
Once the goals are checked off in the script and all enemies are killed in completed areas, bots don't go as deep into those areas and tend to return to the central hub. But with some areas bots go all the way to the end frequently, such as the slime area, not sure why, perhaps the big loop path?
Play testing actually was ok, with 2 bots I usually had one bot helping me, with some short intervals alone. Perhaps you could add a 3rd bot after more areas have opened, but because of some tight ladders (pumpkin & diamond) I recommend 2 bots to play.
I did rework some jumps (lava & slime) and add fixes for rcbot-as. Overall, the rcwa works well, it would be better if openslater worked on all doors.
Oh, and this is a conversion of the original rcw, and as with that rcw, bots don't do everything. All elevated things, such as buttons in slime, forest, & cloud need to be done by the player.
I'll probably add it to the pack at a later date, once i'm sure it is final.
 These doors have openslater wpts on them, the rest don't:
sc_psyko_rcwa.zip ( 7.3k ) Number of downloads: 24
I've just tested this waypoint, I know that map is complicated as well requiring two players to simultaneously press buttons to unlock doorways. But they seem to work ok...
Finally! Glad to see that this is still alive!
Has anyone made waypoints for that uplink map?
I converted shattered, it's a WIP wpt... Bots navigate the map well, but there are a couple places bots have problems. There is some details in the readme with the rcwa. I'll post some details in next couple days. I may need to rework one vent... Going to take a break from this one for a few days.
I did some checking for uplink, I confused uplink with the older hldemo 1, 2, & 3 waypoints, so no I don't have a waypoint for uplink. Do you need me to make a rcwa for uplink?
[edit - 4-24-20] I reworked the 2nd vent with more waypoints, etc... A new rcwa was uploaded...
The readme has a few details on that vent...
shattered_rcwa2.zip ( 8.37k ) Number of downloads: 19
Here are 2 updated rcwa's to try, intended for newer builds of RCBotSven5 (tested on 7-25-2020 build). They may or may not work as well on older builds? I still need to test them on an old build and a slower PC (lower fps).
Bots were having a lot of trouble getting up and down the elevator cables, so made adjustments to the waypoints in that area. An occasional bot may fall, its nearly as good as before. They now jump straight to the edge from the cable and go around the broken door. Sometimes they hang a bit on that door, but usually go right around it. Fixed the long grapple to the generator button, and added a new jump down path. Some bots didn't seem to like the original pathing there, and would be stuck for a long time. And some tweaking at the boss room vent grates.
A new addition to this rcwa, bots can now grapple up to get the 357 handgun and ammo, not sure how much they will use it though. It was a tough grapple to waypoint, they just clear the railing, waypointing practice I guess. They will probably only go there once or twice a game, I saw 1 bot do it on the first full test game.
Reworked the waypoints at the large rotating gear (adjusted waypoint positions & paths), and added a new bypass path for the shortcut there. Bots were making it past the gear, but it didn't seem as good as before, they were missing the 2nd jump at the top nearly every attempt. I'd say its 70 to 90% success rate after making 1st jump to gear, maybe 50% overall, acceptable. A few other small tweaks. Changed the wpts at that buggy door the bots stop at. Sometimes they get through it on first attempt now, but still stop there for the door to cycle once, only slightly better than before...
Once Last4 is done, i'll update this pack again. I think Last is ok? It should be updated in the next couple days...
last2_3_rcwa_pack.zip ( 15.67k ) Number of downloads: 10
Ok, here are 2 WIP converted rcwa's for SvenCoop map Last4
Fixed bots getting stuck in hole next to outside bunker, they should avoid that area.
Added some new movement options outside, bots can end the map given enough time (plant the C4), probably will happen within 10 minutes after C4 plant is available. I left it random, no special flags used.
Moved some elevated wpts & other wpts. Other tweaks/flag edits, etc...
Most time was spent on reworking/testing the front door waypoint config at Satellite Operations (main base). Initially bots will open the front door and go through it fast, no problem. but as time goes by some bots become less interested in going outside and turn around at the door to pick up items, which is ok as they often go outside after that. But some bots may appear stuck at the door for a minute, but given enough time will move, on its own. This was the main issue I was trying to fix, but with limited success. The front door path is now oneway, so once a bot goes outside it will stay outside until killed. Bots will still go up into the tower plenty, I actually tried to reduce that by removing an ammo & health flag there, and making the spawn room door bidirectional.
Thought I should post this rcwa, as I'm going to have less time to work on waypoints this month.
last4_rcwa_wip.zip ( 8.33k ) Number of downloads: 12
Updated sc_doc rcwa & script...
Script: Fixed the Sector E door wedge issue. Now bots won't skip wedging the door. 2 bots will be able to use the wheel and wedge the door fairly quickly, usually no more than 2 attempts. I only saw a bot go past the door once, but it immediately returned and wedged the door. More details in the readme, but found a breakable entity for the door wedge. Not sure why I didn't notice that before, lol...
Added comments/descriptions to the script
Rcwa: Mostly minor tweaks, but did move a path and waypoint to help bots get into the fan vent better. At the ladder inside the vent, removed an important flag on the bottom ladder wpt causing a script error, and a staynear flag on same wpt causing bots ladder climbing problems. At 2nd HT, added crouch flag to the jump wpt there and a wpt under switch. At far end of cavern jumps, removed a crouch flag from a staynear wpt on top of vent.
Bots are still making the cavern jumps good on this map...
(tested on 7-25-2020 build)
sc_doc_rcwa_script.zip ( 5.09k ) Number of downloads: 12
I converted my sc_activist rcw for angelscript rcbot, and added more movement options for the bots. There are a lot of slow doors & buttons in this map, so I spent most of my time working on those doors, moving/adjusting wpt positions. I found most buttons worked better with an important givetype/flag. Bots just seem to see them better that way in this map. But waypoint position is just as critical, as important flags alone didn't always work. also, some oneway paths helped, not on the button wpts, but before that, to reduce bots backtracking to much (first upstairs slow door/button).
Bots will crouch in the lift, but will go down it shortly. I removed the openslater flag at the bottom of the lift because bots would be slow getting into the lift & spam the outside lift button. It just seemed better this way.
I fixed the fan vent with a new pain wpt configuration, so bots won't likely go there until after the biohazard event, and the fan turns off. I had to work on the wpts at that buggy door there too, bots slide along the wall there and the door opens for them. No jams there since I made both changes.
I changed some things in the biohazard/HEV room to help the new rcbots. Bots can get through the airlock both ways, but they do get a bit button happy in this room (like old rcbots did). 2 bots may get in the airlock, but one will likely get out in about 30 seconds. After the biohazard event, one bot may end up in the airlock for a short while but will get out on it's own, or a player can let it out. Bots will start going to the end of the map fairly quickly after the biohazard event (end/important wpts becomes visible to them), but they will need to kill off the enemies first. They will return to the biohazard/HEV room for armor/health mainly. If a bot enters the airlock, they usually do not go all the way in and turn around towards the end.
I did most all testing with 2 bots, so a single bot may or may not be stuck in the airlock longer? Sometimes a 2nd bot would open the airlock for the 1st bot. It could also be better with 1 bot, perhaps I'll test that later?
I did make a partial script, and may do more testing on that, but I think this is good as is, so have fun with it...
I probably should update the first post some time soon...
(tested on 8-3-20 build)
sc_activist_rcwa.zip ( 4.03k ) Number of downloads: 8
Well I updated the sc_activist rcwa again and included an OPTIONAL script, it should be final. More details are in the readme...
Main changes to the rcwa are:
Changed the door wpts to a more standard config at the Upper Level Security door (removed Staynear on door wpt, and deleted extra wpt there). bots should go through the door better, but may take longer to press the door button.
Did some fixes to the fan vent and door (staynear now wait), bots should get in vent better/faster now. Fixed bots stalling in and at end of vent. Should not be any vent blockages now...
Tweaks at the HEV/Health chargers, and a few other minor things...
I reworked the airlock, I think this is better overall. There is a single crouch wpt inside the airlock now. A bot can pass another bot at the door openings better. It won't take long, and a bot will go use the eye-scanner, slip under the 1st door and usually makes it through the 2nd door when it opens. Anyways this seems to time out better, and fewer bots end up inside the airlock trying to get out. It was really a toss up between using a crouch wpt or a wait_noplayer wpt inside the airlock, both have their pros and cons...
There is a map error that fills the console when you reach the biohazard area (non-sprite glow?). I suspect it may be interfering with the script somehow? Example: When bots get to the computer console room, often they don't go to the console, don't press the button, and return to the chargers. Without the script, bots usually press the console button the first time they get there. They also seem to get caught in the airlock more. I verified the goals are switching on or off, the entitys are correct (had to noclip under the map to do the searches, due to map glow error).
Everything in the script is labeled, there are other options I tried, I left them in the script disabled #. Just change the hash mark if you wish to try those options, but I think what I have works best. All but 3 wpts in the script are set to non-entity (-1), so those important wpts are always available to the bots, Until the rcwa blocks backtracking with a oneway path. The script mainly reduces some repeated button pressing on 2 buttons and removes the console goal when completed. The button spamming isn't bad with no script, bots do good without the script.
So I DON'T recommend using the script, but you can try it if you like... Time to get back to working on crystal...
(tested on 8-14-20 build)
sc_activist_rcwa2_script.zip ( 6.13k ) Number of downloads: 6
Improved Crystal Waypoint & Script
Copy & Paste from the readme:
The script is optional, without it bots will be a bit more aimless, but they can still do stuff, but not as fast. With the script bots will be better focused on goals, do things faster, and in a specific order, though I did try to add some random behavior. Either way, a player is needed to complete the map, bots can't do it alone.
crystal.ini - kinda still a WIP, but works good. it looks a bit messy with the notes in there, as I was trying different options. the order of the goals in the main part of the map could be set up at least 3 different ways.
3 places bots need a human player to continue forward in the map:
1. Human Tower on the box - player must position the box, player must go through vent, currently bots are unable to get into the vent
2. Puzzle Room - a player must move the pushable boxes, bots can press the buttons & wheels with or w/o the script
3. Lifts - I tried to get them to use the lifts, it wasn't reliable. since bots can't do the puzzle room alone, this is a control point
Firewall Buttons - they can do this with or w/o the script, but it may take a long time. w/o the script, the player should press the 2nd button there. with the script, bots won't run past the 2nd button more than once, I think they want to break the grate there first.
Lifts - Occasionally bots will raise or lower a lift, but mostly not. Use the lifts as a control point. The right lift is up only, left down only. So before doing the puzzle room raise the left lift to prevent/block bots from going down it until you have completed the Puzzle Room. Then lower it and bots will fall down the lift shaft to go to the Final area. To get bots up the right lift, there are 2 ways. First I send bots up to destroy the defenses, you can do as many as 2 at a time. Get in behind a bot to keep it in, then press the button and ride up. Once it gets out, lower the lift to collect more bots. Of course you can help the bots destroy the defenses, the lift is fairly safe to duck in and out of. Once the defenses are destroyed go up there to help the bots with the puzzle room, but send the right lift back down to collect bots, and keep the left lift up to block bots from going down (occasionally they may lower the left lift, so keep checking it is up).
Puzzle Room - it is easier to do with the script, but still doable without a script. Bots will do the buttons first with the script, and it is best to do them first w/o the scrpt too. I recommend keeping the first box available, in case you need it to get the 2nd box. Bots crouch for the 2nd box, but don't easily stand up when you jump on top of them, and when they do they quickly crouch or run off, making it a difficult task. I found pushing the 1st box against the wall and floor ladder, to partly trap them, helps a bunch. If you can't get that to work, use the say command to tell bot "wait here". It doesn't even need to be in the room, it will come but won't crouch. Use the 1st box to get on the standing bot, climb up and push the 2nd box down. With the script, bots will share time between the HT and holding the wheels, so the rest is easy. Without the script you may want to use the say commands to do the Wheels.
Say [m00]h3n press this (for wheels or buttons)
Say [m00]h3n wait here (for the human tower)
When done, lower the lifts to release the bots, and you will be done with helping bots, they can finish the map from here...
If you are playing with 1 or 2 bots, you might want to change #WID 314 to the other option, which will make bots go to the vent/HT before going to the Test Lab, rather than at the same time. With 3 or more bots, don't change it.