TheyHungry waypoints |
TheyHungry waypoints |
RoboCop |
Aug 22 2021, 04:02 PM
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#1
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RCBot Fan Group: Admin Posts: 192 Joined: 17-December 15 From: Dundee, Scotland Member No.: 2,435 |
Hello, as anyone or is someone working on making waypoints for theyhungry map? One of our guests in Bots-United claims they won't work properly.
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madmax2 |
Aug 25 2021, 10:04 PM
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#2
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Are you referring to theyRhungry maps here?
http://scmapdb.com/map:theyrhungry I downloaded those 2 maps and the first map has a rope that is no longer climbable, the short rope under the grate. Do you know if there is a ripent fix for the short rope, or fixed bsp for the first map? I can make the bots tower up at the short rope, but it is very difficult for them, and 1 bot will be trapped there (probably ok since it is a short map). I have fixed the window rope... |
RoboCop |
Aug 28 2021, 11:41 AM
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#3
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RCBot Fan Group: Admin Posts: 192 Joined: 17-December 15 From: Dundee, Scotland Member No.: 2,435 |
Well I thought it was `-They-Hunger_Ep1` etc?
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madmax2 |
Aug 30 2021, 02:00 AM
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#4
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Well I thought it was `-They-Hunger_Ep1` etc? Yeah, there are no waypoints for EP1 EP2 or EP3, as far as I know. w00tguys rcw's probably won't work because the map names changed and some have been merged. I'll do some checking and see what it will take to make some very basic waypoints. I'm very limited on time right now... |
madmax2 |
Sep 4 2021, 05:50 AM
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#5
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Episode 1 waypoints coming soon, perhaps this weekend... Maps 01 through 05 are working, not sure if I need to do anything on map 00? I need to check that ... There won't be any scripts, just basic waypoints. Map 01 would benefit the most with a script...
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madmax2 |
Sep 14 2021, 12:03 AM
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#6
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Here is They Hunger EP1 waypoints for the Revised maps. Hope you like the result...
Parts of w00tguy123's rcw's were converted and some heavily edited, to work with RCbot-AS. I only used They_Hunger_Ep1.rcw, they5.rcw, they6.rcw, they9.rcw, they11.rcw, they14.rcw. None of the other rcw's would fit any part of the Revised maps... Significant rework of the waypoints was needed on all but the intro map... Bots are not set up to drive any vehicles, trains or police cars, players need to do that to complete those maps. 2 bots for single player may be best for these maps. There are places in maps th_ep1_04 & th_ep1_05 where bots may need some additional player help. I also used some fake ammo or health wpts on some maps so bots will run around & kill zombies more and not just make a bee line for the end of the map... The script for map th_ep1_01 is useful but optional. All of that is detailed in the readme.txt... I need to mention a couple problems the bots have on these maps. I don't think the bots are seeing these enemies to well. Watching them with debug on, in map th_ep1_01, enemy is "none" until they touch zombies and get hit, usually from behind. Once they turn & face the zombie enemy may show "monster_zombie", and they then will select either the umbrella (weapon_crowbar) or the shovel (weapon_pipewrench). They don't do that as they approach an enemy (no guns in their inventory yet, melee only), so they die quickly or simply run past the zombies. In the HUD, after I turned on monsterinfo, I don't think they see the "zombie cop" or the "zombie head" very well. I haven't been able to tell if they actually target these with the 357? Okay i think I caught monster_barney in debug for the "zombie cop", But they don't see them well. A search does show them as monster_barney. And "zombie head" = monster_headcrab. Perhaps this is more of a weapons issue, as most of the time they only have the umbrella, shovel, syringe (med-kit), or a weapon they won't use in their hand. In EP1, the only gun I see them shooting is a re-skinned weapon_357 starting in th_ep1_02, but they don't get it until it is picked up, so bots run past a lot of zombies on this map too. I don't see them use any of these weapons: weapon_colt1911 - first given in th_ep1_02, at times bots will be holding this but never use it weapon_sawedoff - first given in th_ep1_02, bots start with the sawedoff but won't use it even on breakables weapon_tommygun - first given in th_ep1_04, I never see bots select, holding or using this weapon.. weapon_m14 (SniperRifle) - I've disabled bots picking this up in th_ep1_01 because it won't respawn. Not given in any map. It is the same gun in map th_ep1_02 at the table in the cabin (different skin), but the bot that gets it usually dies to fast. I don't think I've seen bots use it in any of the maps? In EP2 & EP3, bots may not use these weapons as well? I have not tested or waypointed EP2 or EP3... weapon_greasegun weapon_m16a1 weapon_spanner These are weapons that are given to players at some point, in Ep2 & EP3 there may be pick up weapons, too? I hope Cheeseh can look into this at some point, when he has the time...? th_ep1_rcwa_script.zip ( 29.44k ) Number of downloads: 496 |
Cheeseh |
Nov 4 2021, 07:36 PM
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#7
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Hi Mad max I've just added these weapons into the code , you can download from GitHub. Let me know if the parameters for any of the weapons need tweaked.
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madmax2 |
Nov 5 2021, 05:37 AM
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#8
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Hi Mad max I've just added these weapons into the code , you can download from GitHub. Let me know if the parameters for any of the weapons need tweaked. Thanks... I played a few Episode 1 maps and they are using the weapons now, looking good so far . They really don't get a chance to use the m14 in EP1. So maybe I can give it to them, to see if they will use it? I Still need to check the Episode 2 & 3 weapons. Nice work... |
danylopez123 |
Nov 6 2021, 06:13 AM
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#9
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Member Group: Members Posts: 16 Joined: 17-June 19 From: Spain Member No.: 2,598 |
Hey madmax2, can you also make a version of the they hunger ep1 waypoints where the bots actually complete the maps without avoiding the levelchange trigger? Im using the Anti-Rush plugin.
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madmax2 |
Nov 6 2021, 07:37 PM
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#10
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Hey Cheeseh,
I did more testing on the weapons and these all work ok: weapon_colt1911 weapon_sawedoff weapon_tommygun weapon_greasegun - I didn't notice if they were reloading this, I need to check that again. verified, they do reload and will melee too. weapon_spanner ----------------------------------------- Problems with these: weapon_m16a1 Primary fire is single shot and bots are way to slow on the trigger. Bots only shoot this 0 to 3 times before they get surrounded by zombies and die. Often they don't shoot at all when there are multiple targets. They never switch to melee. I suggest turn up primary firing speed to something like every 1/2 second... Secondary fire is a burst mode which would be cool for short/medium range. The trigger can be held and it will burst fire 7 times before clip is empty. Takes about 3 seconds to empty the clip. weapon_m14 - I need to do more testing on this, because I gave bots this weapon on a map that is only short range. They would not switch to the pistol or melee, they kept clicking the secondary for the scope, which on this weapon has 3 zoom levels. On Ep1 & Ep2 there is not really any area where they actually get this weapon, where I would want them to use it, it's all close range areas (its placed on the map, never given to players in the whole series, including Ep3). So for now, you could just disable bots using zoom, and set primary fire for long range. I won't know, until episode 3 maps if the m14 sniper gun is used or needed... ------------------------------------------ I've noticed bots won't switch to melee when they carry certain weapons, this includes some of the normal weapons too. With some weapons bots will switch to melee. I've seen them switch to melee when they have only these guns, or they are using these guns at the time an enemy is very close: weapon_glock weapon_colt1911 weapon_uzi weapon_greasegun Bots don't switch to melee when using these guns and an enemy is right on them: weapon_m16a1 weapon_sawedoff weapon_tommygun weapon_m14 weapon_shotgun - this one for sure, they don't switch weapon_mp5 - less sure on this, but I don't think they switch I'm not sure on these guns, I probably need to re-test these weapon_357 weapon_eagle weapon_m16 I'd like to see bots select melee on any ballistic weapon, as soon as they empty the clip, if an enemy is right on them. Then they can reload that weapon the next time they select it, if they survive. I do like seeing bots blast enemies with the shotgun up close. They should still do that, if they don't switch to melee until the clip is empty... Anyways, just a request if it is doable... -------------------------------------------- Hey dany, I can move end waypoints to the Map Change, that is easy ... I guess you know they won't be able to complete a couple maps without a player to help, like shoot the door buttons to get the last door open on map 05. I played through it all again, and on map 01 they do take a very long time to end that map... |
Cheeseh |
Nov 6 2021, 09:50 PM
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#11
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
Hi Madmax, I've made some tweaks to the bots weapon handling ,
perhaps you can also make some changes yourself as you see fit? see CBotWeaponsInfo () in BotWeapons.as the symtax is CBotWeaponInfo ( float fFirePercent, string name, float min_dist, float max_dist, int flags, int priority, float secondary_min_dist = 0, float secondary_max_dist = 0 ) The recent tweaks I've made are : bots should switch to melee with shotgun more often bots can now use shotgun secondary fire bots won't switch from uzi to melee bots should switch to greasgun at close range bots should switch to melee with colt1911,sawedoff,tommygun,m14,m16a1 bots won't use zoom with m16a1 or at long range (to avoid bots not using it correctly) |
madmax2 |
Nov 7 2021, 06:21 AM
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#12
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Thanks, but that build won't load (cf8d81a)
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Cheeseh |
Nov 7 2021, 09:01 AM
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#13
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Admin Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 |
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madmax2 |
Nov 8 2021, 08:26 AM
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#14
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Nice work on the weapons. Looks like all the Theyhunger weapons are working well and bots switch to melee well too... Thank-you
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danylopez123 |
Nov 8 2021, 02:03 PM
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#15
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Member Group: Members Posts: 16 Joined: 17-June 19 From: Spain Member No.: 2,598 |
Hey dany, I can move end waypoints to the Map Change, that is easy ... I guess you know they won't be able to complete a couple maps without a player to help, like shoot the door buttons to get the last door open on map 05. I played through it all again, and on map 01 they do take a very long time to end that map... That's alright, i forgot to also include that i can also teleport Players/Bots so i shouldn't have any problem still. |
madmax2 |
Nov 10 2021, 10:12 PM
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#16
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Here you go, try this out...
This is "Faster End" version of the pack. Bots should end the maps much quicker once they reach final areas. Map 05 is the exception, nothing I could do about that one. I did do a few small tweaks on it, but you may not see a difference... Map 00 was already a fast end. A few details are in the readme... On map EP1_02, bots may end the map way to fast at times, if using more than 2 bots. Even with 2 bots, there will probably be a lot of zombies left alive in the last part. If a bot gets past the horde, more often than not it will end the map. The only reason it might turn around would be if it sees an enemy, or is low on health and goes for a health waypoint. If you want slower or no bots ending the maps, use the first pack for now. You can mix those waypoints with these if you like. I'll probably do some tweaking to the first pack and release it again at some point... th_ep1_rcwa_script2.zip ( 28.81k ) Number of downloads: 268 |
danylopez123 |
Nov 16 2021, 02:17 PM
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#17
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Member Group: Members Posts: 16 Joined: 17-June 19 From: Spain Member No.: 2,598 |
Thank you madmax2 for the updated th_ep1 waypoints!
I was be able to complete all of the ep1 maps with bots, sure they died a couple of times even when i was having the survival mode enabled but i was still able to get through and respawn the bots and continue. |
madmax2 |
Nov 21 2021, 07:57 PM
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#18
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Thank you madmax2 for the updated th_ep1 waypoints! I was be able to complete all of the ep1 maps with bots, sure they died a couple of times even when i was having the survival mode enabled but i was still able to get through and respawn the bots and continue. Thanks for the feedback... Yeah, I don't normally play maps or waypoint in survival mode. So, I may need to consider that while waypointing a bit more . Working on the EP2 waypoints now, but it will take a while... The 2nd map is done but needs a bit more tweaking and might need scripting (I did the 2nd map first)... |
madmax2 |
Oct 31 2022, 12:42 AM
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#19
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
They Hunger Episode 2 Waypoints with optional scripts...
Happy Halloween... I've been working on these waypoints off & on for over a year. Set myself a goal to get them out before Halloween... There is some details in the readme txt, I'll post some info later. To play, I recommend start with 2 bots in classic mode, the maps are waypointed for exploration not speed. They are not fully tested for survival, there is some suggestions in the readme for survival. Have Fun Attached File(s) th_ep2_rcwa_script_pack.zip ( 27.59k ) Number of downloads: 388 |
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