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madmax2 |
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RCBot Guru ![]() ![]() ![]() ![]() ![]() Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 ![]() |
[Edit 4-2-14] Quarter rcw Release3
Here is one more update to the quarter rcw, this should be the final release... I'm including 2 rcw's this time, the default is the fully updated waypoint, the alternate rcw is a slight improvement on the hotfix release. ![]() See post7 about adjusting "startarmor" for higher skill levels -------------------------------------------------------------------------------------------------------------------------- You may wish to try my modified bot_weapons_ini ? I made it for the infested maps, to increase uzi use at short to medium range: [edit 9-15-15] I have made changes to the bot_weapons.ini, there are 2 ini's included now, see the readme for details on the weapon selection order. Uzi's are still high priority with both ini's. ![]() QUOTE Quarter Release3 Changes: Added wpts and paths so bots have more options for movement, defend/cover positions, and to pick up items, etc... In all four map areas... Reduced & changed the objective wpts. At the second spawn area with the HEV charger, changed & moved wpts away from charger. bots won't try to use it as much, but still do sometimes. They rarely get stuck on the charger now, and will let go on thier own if it happens. bots exit this spawn area quickly now. At third spawn room (main computer), changed the door exit wpts so bots long jump through doors. I was trying to speed up the exits here, bots still get a bit wonky on the door-buttons, but I think this is working better in sc4.8... Overall, i think this is the best waypoint for sc4.8 and it works ok in sc4.7 too. The alternate rcw changes were mainly in the 3rd & 4th areas, added defensive cover positions and one objective near last turret. also removed paths to the 2nd area spawn charger, but bots can still reach it. I'm mainly including this rcw for sc4.7, it has the original wpt config at the main computer spawn room, which may or may not work better for sc4.7? ==================================================================== Original, old post: QUOTE [edit 12-28-13] With the latest RCbot Builds for sc4.8 or sc4.7. Breakable defend signs have been fixed.... And bots Randomly freezing up is fixed... I waypointed quarter for svencoop ![]() ![]() I believe this may be the problem with the bots, but not sure? ![]() QUOTE Also, if you do decide to work on this, could you add something to prevent bots from targeting friendly func_breakables? Many maps now have you protecting breakable objects to win the level, and having bots destroy them sorta defeats their purpose. Entities should be considered friendly if their "classify" keyvalue is equal to -1, 1, 2, 3, or 10. http://rcbot.bots-united.com/forums/index....p;hl=breakables If the problem gets fixed, i'll upload a new & better rcw. Have fun, madmax2 [edit 1-14-13] After play testing this a few times, I decided to try & fix some things in the 2nd half of the map/rcw. On one game, while defending the computer point, I found myself all alone! Where were the bots? Well, the cowards had run for the hills ![]() Also, I think the number of bots I recommend for each area may need to be lower. Maximum 6 bots in the last area seems to high, max 4 may be better. 2 may be enough for first half of map? [edit 12-28-13] With the latest RCbot Builds for sc4.8 or sc4.7. Breakable defend signs have been fixed.... And bots Randomly freezing up is fixed... |
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Lo-Fi Version | Time is now: 13th June 2024 - 04:42 PM |