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> [Release] Quarter Waypoint, quarter rcw for sc4.7
madmax2
post Jan 13 2013, 07:20 AM
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[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.

Attached File  quarter_rcw3.zip ( 6.65k ) Number of downloads: 567

See post7 about adjusting "startarmor" for higher skill levels

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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.

Attached File  rcbot_weapons_ini_2.zip ( 6.19k ) Number of downloads: 629


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?

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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 smile.gif , even though the bots have problems shooting at the defend signs sad.gif . This started out as a test rcw, but I ended up doing the whole map. It's not the way i'd normally waypoint this map. But because of the defend sign/breakables problem I tried to direct the bots away from the signs, as much as possible. I actually took a complete waypoint I made first, then hacked it up with one way paths, moved & deleted waypoints, etc. Bots will have problems but I think it is playable on easy, but not sure about other settings? See the readme included with the rcw for suggestions how to play this with rcbots.

I believe this may be the problem with the bots, but not sure? unsure.gif

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 laugh.gif (front door), and never returned, so it seemed. Anyways, i'm working on this, need to tweak & play test more, will update soon....

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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madmax2
post Jan 21 2013, 12:52 AM
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I ment to upload this a few days ago, but got sick. Here is an update, it will play a little differently than the first rcw. I also lowered the number of bots recommended, see readme...

The second half of the map/rcw has been reworked to change the game play of the bots, mostly around the computer defend point. With this rcw, bots will exit both sides of the computer spawn room, but will prefer the right side this time. You will need to be ready to defend either side. The bots can get & will use the 30cal machine gun behind the desk. Once there, they will defend that area until killed. I reworked the last spawn room, again, it may be slightly better.

I'm still tweaking this, have a couple ideas left, so might be another update?

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madmax2
post Feb 14 2013, 11:01 AM
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Here is an updated waypoint for the map quarter, for use with the new RCbot Release (RCBot1_SC47_release_dll.zip) or newer. RCbots no longer have a problem with the defend signs in this map if you use the latest release build. Now the bots can play this map and kick butt... Thanks Cheeseh. smile.gif

I gave the bots greater freedom of movement with fewer forced pathways. I added defend waypoints in several places, and removed a few of the objective flags, many pathway adjustments, including in the last two spawn rooms. The bots play way better now with the latest RCbot release & updated waypoint... tongue.gif

Have fun,

madmax2

[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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madmax2
post Feb 14 2013, 08:54 PM
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Cheeseh,

I've been meaning to ask about defend zone waypoints in rcbot1 for some time now. I think I read a brief discription someplace, but can't find it now. I have only used them rarely in other rcw's, but more in this rcw.

1. are defend zone waypoints for all mods (RCbot1/HL1)? Svencoop?

2. does facing direction make a difference, like with rcbot2 defend waypoints?

3. How to use? Are they basicly a goto waypoint for the bot to seek cover from enemy gunfire, etc. Thats the way i've been using them, bot go take cover behind that box...

4. Or should I be using multiple defend zone waypoints in an area? maybe to simulate a human that would hide behind a box on one side of the hallway, then to run and hide behind a box on the other side of the hallway?

Pre-Thanks...? rolleyes.gif

Hope I'm not being a pain, I know you are very busy these days... unsure.gif
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Cheeseh
post Feb 15 2013, 08:58 AM
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QUOTE(madmax2 @ Feb 14 2013, 09:54 PM) *

Cheeseh,

I've been meaning to ask about defend zone waypoints in rcbot1 for some time now. I think I read a brief discription someplace, but can't find it now. I have only used them rarely in other rcw's, but more in this rcw.

1. are defend zone waypoints for all mods (RCbot1/HL1)? Svencoop?

2. does facing direction make a difference, like with rcbot2 defend waypoints?

3. How to use? Are they basicly a goto waypoint for the bot to seek cover from enemy gunfire, etc. Thats the way i've been using them, bot go take cover behind that box...

4. Or should I be using multiple defend zone waypoints in an area? maybe to simulate a human that would hide behind a box on one side of the hallway, then to run and hide behind a box on the other side of the hallway?

Pre-Thanks...? rolleyes.gif

Hope I'm not being a pain, I know you are very busy these days... unsure.gif


yeah I'm busy, but get online and get coding when I have the time.

1. defend waypoints were primarily for TFC (yes, the rcbot1 supports TFC!)
2. facing has no difference
3. in tfc the bots just go to them, like objectives and wait
4. at the moment they are not used in svencoop, so atm just use objective waypoints, they will just ignore defend waypoints atm which may explain their random movements

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madmax2
post Dec 28 2013, 09:31 PM
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Hotfix Release2 for sc4.8/4.7

With the latest rcbot releases for sc4.7 & sc4.8, bots would randomly freeze up. Debug showed the bots going in to defend mode. Removing all defend tags from the rcw fixed the problem for the latest rcbot versions (it wasn't a problem in older rcbot versions (feb 2013 & older)! they just ignored defend wpts in Sven-coop). Also, added a jump tag to the first HEV charger wpt, for bots stuck to charger, hopefully it is fixed... I may be updating this rcw further after I have time to test it completely?...

Replaced by release3...
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madmax2
post Apr 2 2014, 11:29 PM
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See the first post for the latest quarter waypoints (Release3) for sc4.8 & 4.7. See the readme for more details & tips...

I haven't tried this yet, but setting "startarmor 100" in the map cfg may help bots get out of spawn rooms faster and make it easier to win, single player...

[Edit] Yeah, "startarmor 100" makes it way easier to win on easy difficulty. I had to play the first 2 areas without bots, then added 3 at the main computer area, and it didn't seem to difficult to win there! This should make medium difficulty playable with the bots. Bots will ignore the HEV chargers in the spawn rooms and exit faster.

For easy difficulty, try much lower settings & fewer bots, but they won't completely ignore the HEV chargers. Any startarmor may make the first area too easy to win with 1 bot, you may have to wait to add bots in 2nd or 3rd area depending on how low you set it? The key to winning on this map with the bots, is bots exiting the spawn rooms quickly to the battle. I think I've done all I can with the waypoint to accomplish that...

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Latest rcbot dll's...

For sc4.8... http://rcbot.bots-united.com/downloads/rcb...rapple_upd2.zip
Or the sc4.8 rcbot release2 from the rcbot website will work for this map too...

For sc4.7... http://rcbot.bots-united.com/downloads/rcbot_mm_sc47_3.7z
Or the rcbot feb. 2013 build will work work for this map too...
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I've been updating royals2 & royals1 rcws for sc4.8. Hopefully a release soon (within a week or two?)... rolleyes.gif

Enjoy...
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