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GR44 (H.E.C.U) |
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#1
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Newbie ![]() Group: Members Posts: 7 Joined: 23-November 21 Member No.: 2,632 ![]() |
By any chance can someone make waypoints for this map (or mode if you prefer), I find it awesome, I can't believe it was missed and nobody made request by now. That file that is attached is just my attemp to do test (all the waypoints in the file was created automatically with rcbot.waypoint_add) and bots can choose team and class, they can move on the map but that's all, they can't recognize enemy, they don't use weapon and etc, they don't do anything but moving on the map, so someone who knows what is doing (most likely with good skills) have to start from scrach I guess (most likely) and one day we can enjoy this map offline
Attached File(s) ![]() |
madmax2 |
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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 ![]() |
Hi GR44,
I made an incomplete test rcw for sc4.8 version years ago... I converted it last night to see what bots do with sc5 AS version. I think bots would need code added for player vs player (& CTF team play) for them to work. Back then, i never ask Cheeseh to add the code because this was the only CTF map for Svencoop. I thought it would be a lot of work for one map? I think there might be one other map that supports this type of play? Any idea how many maps support this game type? What I observed last night: CODE * Bots don't attack opposing team bots (because they think they are on same team..?) * Bots don't attack enemy NPC's (on sc4.8 bots only attacked friendly NPC's lol, they don't attack friendly's on sc5) Things to consider: CODE * Bots may not be able to play all classes, or use all weapons... Might be able to limit the classes with the waypoint, if needed... Bots were having problems leaving spawn room on my rcwa. I'll try to fix that and upload it to use for a basic test waypoint... Probably needs teleport waypoints. It could be a lot of coding work for 1 or 2 maps, I really don't know? As of right now, bots can't play this map properly... ![]() |
madmax2 |
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#3
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Ok, here is a functional test rcwa. I fixed the spawn area, bots can start the map and bots do balance out... Bots just pick a random class for now... I filled in more areas to balance the rcwa I had, but much more could be done. Bots can get the flag at times, but don't really know where to take it. I tried end wpts on the flags, but changed back to important for this test. Bots do go to the side bases, and occasionally cap one. Bots use the fort front doors and can go over the walls in a couple places.
I have seen bots shoot, but I believe they were shooting at breakables only... Bots don't shoot enemies and don't cap flags... ![]() See here for expanded rcwa & script: http://rcbot.bots-united.com/forums/index....ost&p=15382 Attached File(s) ![]() |
GR44 (H.E.C.U) |
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#4
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Newbie ![]() Group: Members Posts: 7 Joined: 23-November 21 Member No.: 2,632 ![]() |
Ok, here is a functional test rcwa. I fixed the spawn area, bots can start the map and bots do balance out... Bots just pick a random class for now... I filled in more areas to balance the rcwa I had, but much more could be done. Bots can get the flag at times, but don't really know where to take it. I tried end wpts on the flags, but changed back to important for this test. Bots do go to the side bases, and occasionally cap one. Bots use the fort front doors and can go over the walls in a couple places. I have seen bots shoot, but I believe they were shooting at breakables only... Bots don't shoot enemies and don't cap flags... ![]() Still they are able to choose team and grab flags, while in my attemps to make changes to the file all I got is 1 of the bots choose the yellow team, the other just got stuck on the enter of the blue team, so the thing is waypointing won't be enough, huh? So sad since basically that map was the reason to look for bots for Sven Co-oP at the first place, usually I just go for some cheat codes, I downloaded Entity Creator so I can spawn powerful NPC allies, but this map no idea how was made but the NPC I spawn are always enemies to both teams, anyway now since I have the bots I noticed that if I add all (max 7) I'm starting to experience lag ![]() |
GR44 (H.E.C.U) |
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#5
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Newbie ![]() Group: Members Posts: 7 Joined: 23-November 21 Member No.: 2,632 ![]() |
Ok, here is a functional test rcwa. I fixed the spawn area, bots can start the map and bots do balance out... Bots just pick a random class for now... I filled in more areas to balance the rcwa I had, but much more could be done. Bots can get the flag at times, but don't really know where to take it. I tried end wpts on the flags, but changed back to important for this test. Bots do go to the side bases, and occasionally cap one. Bots use the fort front doors and can go over the walls in a couple places. I have seen bots shoot, but I believe they were shooting at breakables only... Bots don't shoot enemies and don't cap flags... ![]() I run a test with the waypoints you uploaded, it looks like the player have to add 1 bot at the time and wait for the bot to choose a team before adding new bot otherwise they could stuck on the team choice, once they choose a team then it's easy with the random class pick up, look like they move well on the map, don't recognize enemy or the game goal but still is beginning and some base where can be build on |
madmax2 |
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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 ![]() |
I tried a couple tests with quota 6, and it seemed to work well. Bots joined slow enough. I only saw 1 bot hang on the teleport door ( team choice )! I do have 1 fallback wpt there which helps some. I tried adding openslater and 2 important flags at the start buttons, but it was worst results. Adding with quota worked better than I expected.
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Cheeseh |
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#7
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
I tried a couple tests with quota 6, and it seemed to work well. Bots joined slow enough. I only saw 1 bot hang on the teleport door ( team choice )! I do have 1 fallback wpt there which helps some. I tried adding openslater and 2 important flags at the start buttons, but it was worst results. Adding with quota worked better than I expected. ![]() You can probably make a script to make the bots pick up the flag for now. Make two waypoints, one for each team on each flag (i.e. one for flag and other for capture). (If Flag is visible make the important waypoint at the flag valid , otherwise make the other side valid) |
madmax2 |
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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 ![]() |
You can probably make a script to make the bots pick up the flag for now. Make two waypoints, one for each team on each flag (i.e. one for flag and other for capture). (If Flag is visible make the important waypoint at the flag valid , otherwise make the other side valid) Good idea, but I could not get it to fully work, because I could not find an entity change at the flag post. I mainly tested with the env_sprite. I checked visible on all entities at the flag posts, and none of them change. I had some confusion at first, because I saw some entities removed sometimes, so I wrote a script for that but it did not work! Then I realized what was happening. The entities are not removed, they move to the dropped flag location (they do move back to the flag post when the flag is returned). I did not try x,y,z yesterday, since it did not appear to change while a bot carried the flag (player/bot glows). The env_sprite is still at the flag post until the flag is dropped, then env_sprite moves to the dropped location and x,y,z changes. So I think that happens to late to be of use? I tried this in the script: CODE #WID, prev, entity search, parameter, operator, value # Spawn Room 3, -1, -1, null, null, null 4, -1, -1, null, null, null # Yellow flag post - does not work, visible does not toggle and ent is not removed # 127, -1, 91, null, null, null 127, -1, 91, visible, =, 1 # Blue flag post - does not work # 23, -1, 85, null, null, null 23, -1, 85, visible, =, 1 Search at yellow flag post (flag present) CODE [RCBOT]ID = 127 FLAGS = ,important [RCBOT]1 : player frame=60.823837 distance = 0 (x=-7.166979,y=-1695.699341,z=-3146.781006) visible=0,solid=0,angle.x = -6.785889, angle.y = -104.39209 active = 1 [RCBOT]58 : func_illusionary frame=0 distance = 173.956467 (x=0,y=-1728,z=-2976) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]86 : trigger_multiple frame=0 distance = 27.725048 (x=0,y=-1696,z=-3120) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 0 [RCBOT]87 : monster_furniture frame=38.439713 distance = 53.669285 (x=0,y=-1696,z=-3199.96875) visible=1,solid=2,angle.x = 0, angle.y = 315 active = 0 [RCBOT]88 : ambient_generic frame=0 distance = 38.801033 (x=0,y=-1704,z=-3184) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]89 : ambient_generic frame=0 distance = 40.191807 (x=8,y=-1696,z=-3184) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]90 : info_target frame=0 distance = 37.90395 (x=0,y=-1696,z=-3184) visible=1,solid=0,angle.x = 0, angle.y = 270 active = 1 [RCBOT]91 : env_sprite frame=0 distance = 37.90395 (x=0,y=-1696,z=-3184) visible=0,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]92 : trigger_multiple frame=0 distance = 27.725048 (x=0,y=-1696,z=-3120) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 0 [RCBOT]297 : func_illusionary frame=0 distance = 37.90395 (x=0,y=-1696,z=-3184) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 [RCBOT]361 : func_illusionary frame=0 distance = 75.12426 (x=0,y=-1696,z=-3072) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1 Update (partial solution): I checked x,y,z today and y will partially work. Bots won't know where to go with the flag until the flag is dropped once, each time the flag is taken from the flag post. A second bot that picks up the dropped flag will be able to capture the flag, but they may wander to ammo/health first... This will partly work for blue team taking yellow flag with the current rcwa: CODE #WID, prev, entity search, parameter, operator, value # Spawn Room 3, -1, -1, null, null, null 4, -1, -1, null, null, null # Yellow flag post 127, -1, 91, y, >, -1696 23, 127, -1, null, null, null So a player could play on yellow team as the flag carrier, but blue team bots would have to pick up the dropped flag before they would know where to take it... Is there a way to assign team in the script, or waypoint? I can't find it... So I will add in 2 more Important wpts at the flag posts to get it working the other way. Without team assignment bots won't know which flag post to go to first, but may be it will be ok. This should be better than no script... If this works ok, i'll expand the rcwa to some un-waypointed areas... |
Cheeseh |
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#9
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
It was a bit of a longshot I guess. Since there's no team specific script, perhaps that could be implemented in future.
team waypoint flags were removed as they were previously deemed unnecessary and made way for new waypoint types. team waypoints could be implemented differently in the future however without using waypoint flags. Thanks for the hard work trying it out ![]() |
madmax2 |
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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 ![]() |
I went ahead and expanded the rcwa to the perimeter areas, limiting bots with oneway paths and avoiding a couple things. I'm still trying a few things, like improving the starting spawn room. This was a fun diversion from working on TH_EP2 waypoints...
Some new stuff with this rcwa/script: * Bots now use the jump pads * Research bots can use barnacle gun to grapple at locations next to each fort. * Script works for both teams now (but still limited to dropped flags) * More paths, bots cross at a few water points, and can get out of water. Might need a few more water wpts? --------------------------------------- Some things to consider to play this: ** Currently with Cheeseh's build (11-11-21), bots don't recognize enemy teams or NPC's. Use Tom's build here, for bots to attack enemies: https://github.com/TomDobbelaere/RCBotSven5 Until some team flag support is added, at least 1 player per team will be the most fun/challenge... Bots taking the flag from the flag post don't know they have the flag or sprite entity at that point. The script won't kick in until the flag is dropped, the sprite entity moves to that location and the script detects the move. So at that point bots could choose to go to their base, whether they are the bot with the flag or another bot from either team. So the bot with the flag may still wander to other goals first. So the thing to do is stay with the flag carrier, protect him or wait until he is killed, then grab the flag yourself. Bots don't know the location of a dropped flag, so it is just luck when they pick it up... I'm testing whether adding multiple non-entity important waypoints to the script could get the flag carrier moving towards it's base faster? At the same time, any other bot could do the same thing, friendly or enemy? [Edit] I should add, don't expect bots to capture flags fast, or very often with this. I have seen them do it, with 1 to 3 bots per team, but it takes a while, and destroyed turrets may help. Bots usually die and drop the flag in or near the enemy base, and the flag returns to the flag post automatically in less than 30 seconds. I've also seen them get the flag all the way to their base just to turn around and go back to the enemy base, lol...! This usually only happens when the flag was never dropped, so the script did not kick in. They have also captured the flag this way, without ever having dropped the flag. (Also, Bots/players don't actually carry a flag, they glow. I could not detect the glow with rcbot search, either.) --------------------------------------- Hey Cheeseh, This map could benefit with a team waypoint, as there are killing force fields that allow only friendly's to pass through. Also, could block bots from going to their own flag post first. I still need to check if there are any more maps of this type, that would make the effort worth it? [Edit] Did some searching, and I can find only one other pure CTF map called ctf_city, a Team Fortress style map. Reverse Turret Fortress involves a flag, but it sounds more like attack/defend? Not sure? It does not seem worth adding CTF support for 2 maps, & one which has no waypoints? There are other good maps that still need waypoints... I'd rather waypoint those ![]() Attached File(s) ![]() |
GR44 (H.E.C.U) |
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#11
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Newbie ![]() Group: Members Posts: 7 Joined: 23-November 21 Member No.: 2,632 ![]() |
I went ahead and expanded the rcwa to the perimeter areas, limiting bots with oneway paths and avoiding a couple things. I'm still trying a few things, like improving the starting spawn room. This was a fun diversion from working on TH_EP2 waypoints... Some new stuff with this rcwa/script: * Bots now use the jump pads * Research bots can use barnacle gun to grapple at locations next to each fort. * Script works for both teams now (but still limited to dropped flags) * More paths, bots cross at a few water points, and can get out of water. Might need a few more water wpts? --------------------------------------- Some things to consider to play this: ** Currently with Cheeseh's build (11-11-21), bots don't recognize enemy teams or NPC's. Use Tom's build here, for bots to attack enemies: https://github.com/TomDobbelaere/RCBotSven5 Until some team flag support is added, at least 1 player per team will be the most fun/challenge... Bots taking the flag from the flag post don't know they have the flag or sprite entity at that point. The script won't kick in until the flag is dropped, the sprite entity moves to that location and the script detects the move. So at that point bots could choose to go to their base, whether they are the bot with the flag or another bot from either team. So the bot with the flag may still wander to other goals first. So the thing to do is stay with the flag carrier, protect him or wait until he is killed, then grab the flag yourself. Bots don't know the location of a dropped flag, so it is just luck when they pick it up... I'm testing whether adding multiple non-entity important waypoints to the script could get the flag carrier moving towards it's base faster? At the same time, any other bot could do the same thing, friendly or enemy? [Edit] I should add, don't expect bots to capture flags fast, or very often with this. I have seen them do it, with 1 to 3 bots per team, but it takes a while, and destroyed turrets may help. Bots usually die and drop the flag in or near the enemy base, and the flag returns to the flag post automatically in less than 30 seconds. I've also seen them get the flag all the way to their base just to turn around and go back to the enemy base, lol...! This usually only happens when the flag was never dropped, so the script did not kick in. They have also captured the flag this way, without ever having dropped the flag. --------------------------------------- Hey Cheeseh, This map could benefit with a team waypoint, as there are killing force fields that allow only friendly's to pass through. Also, could block bots from going to their own flag post first. I still need to check if there are any more maps of this type, that would make the effort worth it? [Edit] Did some searching, and I can find only one other pure CTF map called ctf_city, a Team Fortress style map. Reverse Turret Fortress involves a flag, but it sounds more like attack/defend? Not sure? It does not seem worth adding CTF support for 2 maps, & one which has no waypoints? There are other good maps that still need waypoints... I'd rather waypoint those ![]() So the bots to go properly on this map it's not enough waypoint and ini files, needs even new types of waypoints huh? And if those new type of waypoints are added is that mean those who want to play have to download updated version of the RC bot? |
madmax2 |
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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 ![]() |
So the bots to go properly on this map it's not enough waypoint and ini files, needs even new types of waypoints huh? And if those new type of waypoints are added is that mean those who want to play have to download updated version of the RC bot? I guess the short answer is yes and yes. It needs some programing magic to fix this, possibly a new waypoint type, but for sure some new code. Did you try it with Tom's build? It could be fun if you have a friend to play against? I will probably release an improved rcwa & script, soon...? Some things that would need to be fixed with new code: * Bots don't detect the flag has been taken from the flag post * Bots need a way to locate dropped flags * Bots need a way to identify flags by team * The flag bot needs a way to prioritize flag capture, and not go to other goals Sadly, I can't find a usable entity change at the flag post when the flag is stolen, and bots can't locate dropped flags except by luck. With the rcwa/script I'm working on, I've added additional Important waypoints at the flags, to increase the chances a bot that picks up a dropped flag will return it to their base. I may set the script up so there can be a few options to choose from. Right now, the script effects all bots, not just the bot with a flag. It only makes an Important waypoint/goal (or goals) available to them. They choose when they want to go to that Important waypoint/goal. If there are other goals available, such as health, ammo, armor or, other important waypoints available, they may go there before they choose to go to the flag post. |
danylopez123 |
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#13
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![]() Member ![]() ![]() Group: Members Posts: 16 Joined: 17-June 19 From: Spain Member No.: 2,598 ![]() |
Quick question: With the Tom's build, will it still read the bot profiles you gave them as .ini from the original?
I saw that in the Tom's build it uses models.txt and names.txt but i still want them to read the profiles as in the original. |
madmax2 |
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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 ![]() |
Quick question: With the Tom's build, will it still read the bot profiles you gave them as .ini from the original? I saw that in the Tom's build it uses models.txt and names.txt but i still want them to read the profiles as in the original. No, it doesn't seem to use the ini files when I rename the txt files. But you can turn off chatter by renaming that file. I would think you could edit the txt files to what you want, but I did not try that today. ![]() |
madmax2 |
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#15
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
Here is another release for warforts. This was sorta an experiment to see if I could get bots to capture the flag better after it has been dropped. It did not work out the way I had hoped, so I included some simpler scripts that may work as good or better than the default script. There are now 4 important wpts at each flag post, 3 for capture. I thought 2 extra capture wpts at the flag posts would help (disabled by default)? It does bring more bots to the flag post, but it also reduces the bots outside the fort to pickup a dropped flag, so it is not really beneficial. I left the extra capture wpts in the script if you want to try it. There are other script options too.
I attempted to improve the outside fort ramps, and added a few other tweaks & wpts around the map. The biggest improvement might be in the lobby spawn room, it has been reworked in the rcwa and a script change, so bots no longer stick to the teleport door edges. They should clear the room faster once the wall is broken. I'm not sure if this plays better than the last release, so I'll leave that posted for now... This was meant to be configured by the user via the scripted important waypoints. Bots may not use the side routes as much as the last release because all the armor was removed from the rcwa. More details are in the readme. Attached File(s) ![]() |
RoboCop |
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#16
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![]() RCBot Fan ![]() ![]() ![]() ![]() Group: Admin Posts: 192 Joined: 17-December 15 From: Dundee, Scotland Member No.: 2,435 ![]() |
Thanks!
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GR44 (H.E.C.U) |
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#17
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Newbie ![]() Group: Members Posts: 7 Joined: 23-November 21 Member No.: 2,632 ![]() |
No, it doesn't seem to use the ini files when I rename the txt files. But you can turn off chatter by renaming that file. I would think you could edit the txt files to what you want, but I did not try that today. ![]() I just tried the last file you uploaded but it seems the bots can pick up flag but then they don't know what to do with it just walk around till some of the enemy NPC or turret take them down well I guess we have to wait for update on the waypoints so the waypointing for this map to be done properly |
GR44 (H.E.C.U) |
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#18
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Newbie ![]() Group: Members Posts: 7 Joined: 23-November 21 Member No.: 2,632 ![]() |
No, it doesn't seem to use the ini files when I rename the txt files. But you can turn off chatter by renaming that file. I would think you could edit the txt files to what you want, but I did not try that today. ![]() I just tried the last file you uploaded but it seems the bots can pick up flag but then they don't know what to do with it just walk around till some of the enemy NPC or turret take them down well I guess we have to wait for update on the waypoints so the waypointing for this map to be done properly Sorry for the 2 messages that are the same don't know how it happened also I don't see option for delete to remove 1 of them |
madmax2 |
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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 ![]() |
I just tried the last file you uploaded but it seems the bots can pick up flag but then they don't know what to do with it just walk around till some of the enemy NPC or turret take them down well I guess we have to wait for update on the waypoints so the waypointing for this map to be done properly Thanks for the response & trying it out. I think it would be better if there was at least 1 player per team. This could be used to fill out the teams on a LAN playing with friends. Not as good for single player games... ![]() Yeah, it's probably best to take out the turrets first, bots won't repair them. I had to do that to see what the bots were doing while testing. I think I tried to do to much with the default script in the script2 release, it may make them run around too much after picking up a dropped flag (too many goals available). I'd suggest trying the basic and nav_only INI's, bots should be a little more focused. The basic ini is set up just like the first script release (2 important wpts at each flag post). The nav_only ini has 4 important wpts enabled that never turn off, so all bots will try to reach those 4 wpts at some point (2 IMP flag post wpts and 2 IMP navigation wpts near the middle of the map). Both ini's are much simpler than the default, and more direct to the flag posts. But bots don't really know that they are carrying a flag at all, or when they grab it from the flag post. It's only after the flag has been dropped and picked up will the important wpt at the enemy flag post turn off and the important wpt at the friendly flag post turn on (basic or default ini). It would work better if that happened at the same time the flag was taken from the flag post, but there was no way to make that work. There are other problems with the way it works now, like if both flags are taken, dropped and picked up. Then important wpts at both flag posts are turned on (as well as others in the default script), so the flag bots could pick the wrong way or flag post. This does not happen often in bot only games. On a side note, I did resume working on They Hunger EP2 waypoints, all the maps have waypoints now, but i need to go through them again to tweak/fix a few things and decide what works best. I probably won't include any scripts for the release? Some real life stuff has been going on, so waypointing has been slow and a lower priority. But I'm still interested in waypointing, when I have time. |
Cheeseh |
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#20
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![]() Admin ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 3,066 Joined: 11-September 03 From: uk Member No.: 1 ![]() |
Hi Madmax - how can bots repair turrets ? Possibly something I could add . Just hit it with a wrench?
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