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RCBot Forums _ Svencoop 5 Angelscript .rcwa _ Converted Waypoints for RCbot-AngelScript

Posted by: madmax2 Nov 11 2018, 08:33 AM

=============================================
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... smile.gif

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...

Note: If you are running a RCbot_AS Build Aug 19, 2020 or newer, you will need to replace some of the rcwa's in this post with the rcwa's from the hotfix_crouchjump_rcwa_pack.zip file found here (including shattered & psyko wpts):
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=2212&view=findpost&p=15252

I converted sc_psyko 4-2-20, bots no longer freeze in the spawn room. See this post to download...
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=2212&view=findpost&p=15144

I converted shattered 4-21-20, bots can play the map with player help, Updated 4-24-20
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=2212&view=findpost&p=15164


Attached File(s)
Attached File  updated_rcwa_pack.zip ( 80.81k ) Number of downloads: 2151

Posted by: RoboCop Nov 11 2018, 12:24 PM

Nice work!

Posted by: madmax2 Nov 16 2018, 09:15 PM

Thanks man... smile.gif

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.

@Cheeseh,

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 smile.gif ... Will you be adding teleport bots/players cheat, soon. I Could use that on infested2 & sc_persia... wink.gif

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...

Posted by: Cheeseh Nov 17 2018, 07:15 PM

QUOTE(madmax2 @ Nov 16 2018, 09:15 PM) *

Thanks man... smile.gif

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.

@Cheeseh,

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 smile.gif ... Will you be adding teleport bots/players cheat, soon. I Could use that on infested2 & sc_persia... wink.gif

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...

hey mad max, go ahead with your waypoints - cos they'll be better than what I've spruced up no doubt anyway. I tend to just noticed bugs in the waypoints -- example for intruder I noticed a p ath that went through the ground nd updated it in the git. The waypoints I've just been making have been done quickly and not testing them enough to the end . If there are any places the bots get stuck though, let me know, might need some new waypoint types.

I added a 'checkground' waypoint type, specificaly for things like drawbridges or semi-permanent platforms (but not moving ones -- will do that later). I
ll think about some more 'cheats' to help with waypointing - I just did the explosion one to progress quickly past some bosses

by the way if thee are any areas where enemies usually hang around , and turrets for example, place an 'unreachable' waypoint as it will let bots know which waypoints they can take cover from the enemies.

Posted by: madmax2 Nov 19 2018, 01:31 AM

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?

QUOTE
If there are any places the bots get stuck though, let me know, might need some new waypoint types.


Well, I have been stuck on getting the bots to make the leap from the top peg to the rope or awning in sc_persia. They won't jump at all from the top peg, they crouch into the pit from that peg. So I went back to sc4.8 to see what the old bots did at these wall pegs, they pass this area with ease. With jump wpts on each peg and at the top, they bounce/fly right up them and leap to the awning perfectly (watched them do it 5 times in a row). I never saw them crouch (sc4.8). They seem to have more spring when jumping (sc4.8), or it could be the crouch after jumping causing the problem (sc5.0), not sure? This was with the 11-15 nightly build. With this build It seems the bots are pulling in closer to the "stay near" wpts (perhaps normal ones too?), which is better, thanks... smile.gif

I'm going to try once more tonight to fix that peg jump, with the 11-18 NB. Otherwise, I may upload my wpt for you to check this area. We may need some adjustment to the jump wpt, or perhaps it is the way I am waypointing it? It might be the old bots would jump as they approached a jump wpt, and now they jump when they touch a jump wpt??? Seems like they are stubbing their little toes all the way up those pegs... Going to look at that closer tonight...


Posted by: Cheeseh Nov 19 2018, 08:36 AM

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

Posted by: madmax2 Nov 19 2018, 11:30 PM

Ok, I made some progress today with the peg jumps on persia smile.gif , 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... wink.gif

Posted by: Cheeseh Nov 20 2018, 03:29 AM

QUOTE(madmax2 @ Nov 19 2018, 11:30 PM) *

Ok, I made some progress today with the peg jumps on persia smile.gif , 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... wink.gif


Great. I've made bots now not to choose jump or ladder waypoints as starting ones as usually they need a run up waypoint before them anyway

Posted by: madmax2 Nov 20 2018, 06:17 AM

QUOTE(Cheeseh @ Nov 19 2018, 07:29 PM) *

Great. I've made bots now not to choose jump or ladder waypoints as starting ones as usually they need a run up waypoint before them anyway

Ok,sounds good. All these details i'm posting were on the previous build 11-18...

So looking down from the corner wpt, this is what I had, that partially works...

SN---J--J--J--(C_SN_W)-J--J-------N <--- SN=staynear J=jump C=crouch W=wait N=normal wpt
C----F--R--P-----TP-----TP-A-------far end of rope <--- C=corner F=floor R=railing P=peg TP=toppeg A-midair

http://img4.imagetitan.com/img.php?image=18_sc_persia-2018-11-19-0001a.jpg

Not all the wpts in the image are used, the middle, blue, normal wpt is not connected atm..
So if they don't get caught on the railing & crouch under the first peg, they sort of skip up over the railing & on
to the 1st peg in a crouch, then they stand, align themselves to the next wpt on the top peg & jump-crouch onto it.

The next 2 wpts are very close together, I squeezed a jump on the edge of the peg next to what used to be the jump for the old bots, now that wpt is a combination wpt (C_SN_W), but bots could not jump at all from this peg until I added the crouch flag to it. I guess they stop/crouch further back on the top peg and can see the jump better? if they don't stop and crouch they won't make the jump, but I can see they try now with the crouch flag on the wpt before the jump wpt.

So I tweaked it more and i'm getting a much better result. I moved the combination wpt on the top peg a little
further back and that seemed to help a little, but it can't be moved back to the peg graphic, because the bots will touch it from the previous peg and think they are past it when they get to the top peg, and fall.

Next change that helped, I removed the jump flag from the wpt on the 1st peg, this seemed to improve the chance that they would stop & crouch on the top peg, which helps them jump from here. The last thing I did was remove the mid air jump wpt, and connect the path to the other mid air wpt, even more improvement. Then I tagged the mid air wpt as jump, even though that should not do anything, it seems a little better, it could probably be either way? So now it is like this and they make the jump better than 50% of the time, if they stop & crouch on top peg it is nearly 100% certain they will make the jump...

SN---J--J--N--(C_SN_W)-J----J-------N
C----F--R--P------TP-----TP---A-------Rope

http://img4.imagetitan.com/img.php?image=18_sc_persia-2018-11-19-0001b.jpg

They land on the awning, not the rope...

Not sure what to ask for to make this easier (been working on this most of the day), I'll check the latest build for any change... I'll upload this wpt soon so you can see how they behave here, want to tweak a few things in other areas of the map first...

[edit] Looks like image site went down ... bots are doing ok on this map with 11-19 build smile.gif
[edit2] added some clickable thumbnails

Posted by: madmax2 Nov 20 2018, 05:59 PM

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...

rolleyes.gif 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 laugh.gif ... It's not a problem if you can't or don't want to do it for some reason, thought i'd ask...

Posted by: Cheeseh Nov 20 2018, 09:48 PM

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

Posted by: madmax2 Nov 20 2018, 11:08 PM

QUOTE(Cheeseh @ Nov 20 2018, 01:48 PM) *

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

Heh heh, Maybe I should try it without the midair wpt, not sure if I did that? It was in there for the old rcbots, it helped them... rolleyes.gif

Thanks for the megabyte.... smile.gif

Posted by: madmax2 Nov 21 2018, 02:59 AM

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... smile.gif

Posted by: Cheeseh Nov 22 2018, 09:58 PM

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_set


and

rcbot.teleport

or

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

Posted by: madmax2 Nov 23 2018, 01:34 AM

Warning, Massive post... ohmy.gif

QUOTE
I noticed they were all ganging up at the lattice bumping into each other and falling off

Very good, that will be useful (wait_noplayer), might even help at the peg jumps... Most of my recent testing has been with only 2 bots, but I remember that happening in sc4.8 at that lattice, with more bots.

Yeah, sometimes I purposely skip health/ammo/armor locations if they are a bit obsessed or greedy with it, or I may of missed some?

A. About Unreachable wpts, is it ok to remove the paths and will it work outide the visibility range of the wpt, say a very high ceiling turret? Also, I've been placing them either under, above, or in front of the targeted enemy, should I be clipping them into the target, or will either way work?

Yes, I'll check out your improvements to the wpt and add it to the pack... wink.gif

QUOTE
I also added teleport commands now

Great, teleport cheat will help a lot for testing... really needed this, thanks... biggrin.gif

QUOTE
Also planning on adding a 'team up' waypoint, dunno how you'd feel about this

B. Team up sounds good, bots can be very fast on some maps, and hard for some players to keep up with. So it could be useful to slow the pace, perhaps? For this we need to think about how it would work for survival mode, We wouldn't want the bot to wait for players or bots that will never come? Would there be a setting per "team up" wpt, for the number of players/bots to wait for?

-------------------------------------------------------------------------------------------------------------------------
I'm Having a few problems on sc_doc map, i'll post some images when I can... Observed with 11-19 build, haven't checked the lastest build yet...

1. the bottom/crouching humantower bot won't move on, after a new path has been opened it could take, it will stay there frozen indefinitely. There are 2 HT locations in this map

2. bots are having trouble breaking some vent covers. I need to recheck this & i'll upload some images of the locations and a WIP wpt once I've confirmed it. I've seen them shoot some covers, but they may be having a problem crowbaring the vent cover?

3. When 2 bots collide in a vent, going opposite directions, neither bot is willing to back up & let the other one pass. This might be partly due to the waypoint placement (bots would back up in sc4.8, or suicide if they were truly stuck)? does this rcbot version need more waypoints closer together than the older rcbots, in long narrow places with no room to maneuver?

4. there is a usable laser turret in sc_doc bots are stuck shooting at, until a player uses it and exhausts its ammo, then bots will ignore it.

5. Forgot to mention, on sc_persia, I saw bots getting blocked & stuck to npc's in a few places, even happens in the first spawn area, and some doorways (that 1st shortcut by tank, a npc wandered over there more than once)... I've only seen it on sc_persia so far, I'll find out soon when I work on some other maps with friendly npc's. Increasing the wpt radius might help, but may cause problems at the jumps I just reworked, so i'm not sure I want you to do that? I never did try to order the npc to follow me. I think they eventually get loose, but I was noticing a drout of bots on occasion and that was the reason...




Posted by: Cheeseh Nov 23 2018, 05:21 PM

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.

Posted by: madmax2 Nov 24 2018, 01:22 AM

QUOTE
I'm Having a few problems on sc_doc map, i'll post some images when I can... Observed with 11-19 build, haven't checked the latest build yet...

1. the bottom/crouching humantower bot won't move on, after a new path has been opened it could take, it will stay there frozen indefinitely. There are 2 HT locations in this map

2. bots are having trouble breaking some vent covers. I need to recheck this & i'll upload some images of the locations and a WIP wpt once I've confirmed it. I've seen them shoot some covers, but they may be having a problem crowbaring the vent cover?

3. When 2 bots collide in a vent, going opposite directions, neither bot is willing to back up & let the other one pass. This might be partly due to the waypoint placement (bots would back up in sc4.8, or suicide if they were truly stuck)? does this rcbot version need more waypoints closer together than the older rcbots, in long narrow places with no room to maneuver?

4. there is a usable laser turret in sc_doc bots are stuck shooting at, until a player uses it and exhausts its ammo, then bots will ignore it.

5. Forgot to mention, on sc_persia, I saw bots getting blocked & stuck to npc's in a few places, even happens in the first spawn area, and some doorways bla bla bla...

Ok, I did more testing today on sc_doc, this time with the 11-22 build, still one version behind...

Need to add new information...

QUOTE
I added extra cost to human tower waypoints. Try out that one again that they got stuck at.

#1. is currently the biggest problem for bots in this map, but at the first HT, I have seen them get up & move on, but not often... I'll check with the new build...

1st Human Tower
http://img4.imagetitan.com/img.php?image=18_1sthumantower.jpg
2nd Human Tower
http://img4.imagetitan.com/img.php?image=18_2ndhumantower.jpg

QUOTE
I've seen a few issues bots have trouble with vent covers, probably visibility and the fact they don't prefer crowbar.

#2. VENT Covers, there is something weird going on with this map that I never saw with sc4.8. This may not be entirely the bots problem? I've been noclipping ahead of the bots to check, but at the 2 locations i've seen bots unable to break vents, sometimes the vent covers are present, and sometimes they are not present!! So when the covers are not present, they can pass thru these areas, but when they are present, they do not try to break them, as if no cover was there. Not all covers are doing this, I have seen them shoot covers and occasionally heard them crowbar a cover on this map. There is a third vent cover where bots press a button to open it, sometimes the cover slides open at that point, other times I hear it slide open, but the cover is still present, bots will shoot it to break it, so it doesn't block the bots progress either way... So this may be caused by a map bug??

QUOTE
Will need to think about how a bot deals with colliding with each other in vents...

#3. I have partly resolved the bots colliding in this vent by adding a wpt just inside the vent (it wasn't needed in sc4.8). There were 2 places in this vent where bots could collide & get stuck, right at the entrance (fan section blows bots backwards)(seems fixed by new wpt?). The 2nd place was on a ladder, this may not be fixed yet? The sc4.8 bots are better at avoiding problems like this. On sc4.8, most of the time I didn't use ladder flags (or only one ladder flag at the top) in vents, and that worked well to prevent permanent jams in vents. That is not working 100% at this ladder, but I'm thinking your new wpt type may help here "wait_noplayer", I'll let you know.

Fan Vent
http://img4.imagetitan.com/img.php?image=18_fanvent.jpg

QUOTE
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.

#4. This is definitely happening, it's not a game breaker. I've had a tank wpt on this laser cannon since sc4.8. I saw a bot go to it but not fire it, but there is a large number of enemies in the room to distract them. But after all enemies are dead they continue to shoot at it until I empty it...

Laser Cannon / Turret
http://img4.imagetitan.com/img.php?image=18_lasercannon.jpg

QUOTE
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...

#5. Okay, I haven't had a chance to check persia with new versions yet... But perhaps some avoidance code improvements will be done...

QUOTE
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.

Okay, Got it...
QUOTE
by the way bots can open doors now with buttons so shouldn't need to put important waypoints at their buttons

Oh good, been wanting this, thankyou... biggrin.gif

Posted by: Cheeseh Nov 24 2018, 08:33 AM

Hmm. For now with the vent breakable issue try

As_command rcbot.debug_bot (bot name)

Then

As_command rcbot.debug think

And

Developer 1

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

Posted by: madmax2 Nov 24 2018, 09:56 AM

11-23 build

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... blink.gif

[Edit] Locations/Images
1st Human Tower
http://img4.imagetitan.com/img.php?image=18_1sthumantower.jpg
2nd Human Tower
http://img4.imagetitan.com/img.php?image=18_2ndhumantower.jpg
Laser Cannon Room
http://img4.imagetitan.com/img.php?image=18_lasercannon.jpg
Vent after Laser Cannon Room
http://img4.imagetitan.com/img.php?image=18_ventcover.jpg



Posted by: Cheeseh Nov 24 2018, 11:16 AM

Is it definitely a func_breakable ? Use rcbot.search and it will print all greatest entities (with developer 1)

Posted by: madmax2 Nov 24 2018, 07:59 PM

QUOTE(Cheeseh @ Nov 24 2018, 03:16 AM) *

Is it definitely a func_breakable ? Use rcbot.search and it will print all greatest entities (with developer 1)

Yes, I think it is. I duplicated the problem at the 2nd vent cover in the map. It's at the 1st humantower, bots shoot the 1st vent cover, they tower up into the vent, the bot had his crowbar out, but would not break it, just kept bumping against it and crouching back and forth in the vent. I nocliped up against it and did the debug search, it showed a func_breakable at distance 28.... At the end of this process I broke the vent an it disappeared from the list, so I would say it is func_breakble. Before I broke it I tried to run debug think on the bot, but it didn't seem to work correctly? It seemed to select the other bot. I ran into this when I tried the say command to "come" to me, a few days ago? Anyways here is what I typed and the response in the console:

CODE
] as_command rcbot.debug_bot [m00]wh3y
] as_command rcbot.debug think
[RCBOT]debugging think
L 24/11/2018 - 10:57:43: "[m00]ch33s3<10><BOT><players>" stats: frags="40.64" deaths="1" health="46"
[RCBOT]Debug '[m00]ch33s3' (if bot)


All other messages looked to be just stat updates, no debuging messages. I turned off debug & tried it on the other bot and it seemed to select that bot, but no rcbot debug messages. Again, tried the bot at the vent, still would not select it. Seems to be a bug in debug and maybe the say commands, selecting the correct bot???

Should the debug messages be on the hud? I did see it a message on the hud for enabling debug_bot and think, also when turning off debug, but nothing else but developer messages at the top of screen...

[edit] Forgot to mention, on my first run this morning, at these same vents, bots broke the problem vent cover by shooting it blink.gif !! maybe he was out of ammo this time, but it doesn't seem likely??

[Edit2] Locations/images
1st Human Tower & 1st Vent Cover
http://img4.imagetitan.com/img.php?image=18_1sthumantower.jpg
2nd Vent Cover
http://img4.imagetitan.com/img.php?image=18_2ndventcover.jpg


Posted by: Cheeseh Nov 24 2018, 09:21 PM

There's bug in the player search, you can use partial bot name

as_command rcbot.debug_bot [m00]wh3

should work

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 tongue.gif

Posted by: madmax2 Nov 25 2018, 06:40 AM

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.

CODE
] developer 1
] as_command rcbot.debug_bot [m00]m1l
] as_command rcbot.debug think
[RCBOT]debugging think
[RCBOT]Debug '[m00]m1lk' (if bot)
L 24/11/2018 - 19:39:53: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 19:40:03: "[m00]y0ghur7<2><BOT><players>" stats: frags="43.03" deaths="1" health="100"
L 24/11/2018 - 19:40:03: "[m00]m1lk<3><BOT><players>" stats: frags="49.16" deaths="1" health="100"
L 24/11/2018 - 19:41:11: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 19:41:21: "[m00]y0ghur7<2><BOT><players>" stats: frags="43.03" deaths="1" health="100"
L 24/11/2018 - 19:41:21: "[m00]m1lk<3><BOT><players>" stats: frags="49.16" deaths="1" health="100"


Since I was debuging, i switched to the other bot stuck in HumanTower wpt crouching. Every time other bot passed by he was thinking this

CODE
[RCBOT][DEBUG - THINK] CanHeal(player)


Then did

CODE
] as_command rcbot.debug task
[RCBOT]debugging task
[RCBOT][DEBUG - TASK]  FAILED
L 24/11/2018 - 20:05:23: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
L 24/11/2018 - 20:05:41: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED


Then this

CODE
[RCBOT]debugging nav
L 24/11/2018 - 20:07:18: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] NavigatorState_Fail
[RCBOT][DEBUG - NAV] CFindPathTask FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:03: "[m00]m1lk<3><BOT><players>" stats: frags="72.45" deaths="4" health="69"
L 24/11/2018 - 20:08:11: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:21: "[m00]y0ghur7<2><BOT><players>" stats: frags="45.43" deaths="1" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...

[RCBOT][DEBUG - NAV] touchedWpt()
L 24/11/2018 - 20:08:33: "[m00]m1lk<3><BOT><players>" stats: frags="72.45" deaths="4" health="69"
L 24/11/2018 - 20:08:41: "MadMax2<1><STEAM_ID_LAN><players>" stats: frags="27.98" deaths="0" health="100"
[RCBOT][DEBUG - TASK]  FAILED
[RCBOT][DEBUG - NAV] m_iCurrentWaypoint == 36
[RCBOT][DEBUG - NAV] Navigator State FOUND_GOAL...


He does a touchedWpt() everytime he stands & crouch's

It seems random, but maybe this means something?

CODE
[RCBOT][DEBUG - NAV] CFindPathTask FAILED


Again, if I crouch under him he will start moveing towards the other map goals, and he doesn't need to go thru the vent...

[edit] Added a wip/test wpt, if you want to check out the vent problem & first human tower. It's not to far from the beginning, go left to get key card in room with plank board, then first door can be opened. Wipe out room full of enemies, door, cavern, door and you are there. Or teleport bots might be faster...

This wpt is not ready for the git, parts are not working well yet... unsure.gif

Updated Wpt added to pack for git...

Posted by: Cheeseh Nov 25 2018, 02:27 PM

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.

Posted by: madmax2 Nov 25 2018, 11:40 PM

Thanks..

11-25 build

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. [edit] on 2nd test vent not there, 3rd test bot shot vent again...

[edit] 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:

QUOTE
Good to see they aren't stuck on HT wpt now, but they may not be holding long enough for another bot to get on top? Another 10 seconds crouching might be enough, but I want to retest at both HT locations, may need more time? Even if they do manage to get on top, I think I saw the bottom bot leave before the top bot had a chance to jump off. At the second HT in the map, with the "bugged" version, they could get on top of the computer there fairly well, now I don't think they can do it?


Anyways, will retest the vents & HT locations to be sure...

[edit] I have the 1st Human Tower working much better now. I saw you fixed bots shooting at the laser cannon, nice smile.gif. I'll post more info later, maybe tomorrow.

I still need to fix the ladder in the vent, more info on that latter if I can't resolve it... Other stuff to improve at beginning & end of map too...

Posted by: madmax2 Nov 26 2018, 07:59 PM

11-25 build

Vent Covers Fixed: Bots will either shoot or crowbar them... Verified bots do crowbar both the 1st & 2nd vent covers (or shoot them)... thankyou smile.gif

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:

QUOTE
1. made path more vertical - wanted to ask about this, should top wpt be off ledge rather than on ledge? Or does it not matter either way? I'm Looking for what works best?

Top wpt on ledge of vent
http://img4.imagetitan.com/img.php?image=18_sc_doc_1st_tower_1.jpg

Top wpt off ledge, more vertical path (way it is now)
http://img4.imagetitan.com/img.php?image=18_sc_doc_1st_tower_2.jpg

2. I put a staynear flag on HT wpt, to pull them in closer & away from that door there. I used the "stay close to" flags often with the old bots. With rcbot-as, at this location, staynear on the HT alone was causing some problems for the bot on top, he would end up standing looking down at the bot crouching, the bot underneath would not stand up, they would be stuck that way for a long period. Without a SN flag on the HT wpt, this wasn't much of an issue, but they couldn't tower up well plus the door was interfering too.

Before adding staynear to HT wpt
http://img4.imagetitan.com/img.php?image=18_sc_doc_1st_tower_door.jpg


3. So the solution was to put both a SN and a Crouch flag on the HT wpt. The SN helps line them up better and the crouch helped them get into the correct sequence of crouching & standing.


In other words the sequence should be (I think?): HT bot crouch's, top bot jumps on him, at this point the top bot bot must crouch on top of the other bot (this was not happening well without combining the crouch with the SN flags), once the top bot crouch's the bottom bot will stand, then top bot will normally stand & jump up to ledge (in this case it crouch/jumps into the vent).

I tried that at the 2nd location, but it didn't seem to make any difference, probably because there is a jump wpt before the HT, so it's not as much of an issue there.

Like I say, I'm not sure I want you to change anything for HT's yet, unless you spot some bug in the code? Think I need to play with it a bit more. If you add more crouch time for HT bot, don't add more than 10 seconds, don't want them staying there to long either.

You might want to check and see why they are using chargers when at 100%? Come to think of it i've also seen them stand on health packs at 100% too.

Think I've got the problem with the bots jammed/stuck at the vent ladder fixed. I Will be uploading an updated wpts pack to include this wpt, sometime today... wink.gif

Posted by: Cheeseh Nov 26 2018, 08:52 PM

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...

Posted by: madmax2 Nov 27 2018, 07:40 AM

HTs are working better smile.gif .

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... smile.gif


Posted by: madmax2 Nov 28 2018, 09:53 PM

Waypointing Request smile.gif :

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...

Posted by: Cheeseh Nov 29 2018, 07:55 PM

QUOTE(madmax2 @ Nov 28 2018, 09:53 PM) *

Waypointing Request smile.gif :

Audio feedback for add/delete wpt, pathwaypoint_create, and pathwaypoint_remove, different tones for success or failure like you had with old bots.


done some so far smile.gif

Posted by: madmax2 Nov 30 2018, 06:36 PM

Thankyou, saw that on git too, will try it today smile.gif .

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... tongue.gif

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 laugh.gif ...

Posted by: madmax2 Dec 2 2018, 08:44 AM

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.

Posted by: madmax2 Dec 12 2018, 06:55 PM

Updated first post...

Added desertcircle rcwa + script - For the most part it is working good. Bots can play the whole map smile.gif . 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 smile.gif . 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 ohmy.gif ... 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... smile.gif

sc_doc.rcwa - Temporarily removed from the pack, the latest is included with rcbot-AS git.

Posted by: madmax2 Dec 18 2018, 09:38 AM

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???

Posted by: madmax2 Jan 15 2019, 07:28 AM

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.

Posted by: Cheeseh Jan 16 2019, 02:48 PM



didn't think about the horizontal ladder - I will test these later. Thanks!

Posted by: madmax2 Jan 16 2019, 11:31 PM

Hey Cheeseh,

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... biggrin.gif

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... wink.gif

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 rolleyes.gif ? I'm adding a couple more scripted wpts to it, just not sure it will make it better?


Posted by: madmax2 Jan 17 2019, 08:55 PM

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?

Posted by: Cheeseh Jan 17 2019, 10:05 PM

QUOTE(madmax2 @ Jan 17 2019, 08:55 PM) *

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?


Great I'll add them to the git later after I check them.

For the wedge in the script of sc doc maybe you can find the entity of the wedge itself, i tried but couldn't find it, maybe you can try the visible check or active check

A lot of waypoints could do with scripts to be honest cos bots don't really know where they are going without one

Posted by: madmax2 Jan 19 2019, 08:39 AM

Updated sc_doc again rolleyes.gif ... 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 ohmy.gif ). [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.

QUOTE
For the wedge in the script of sc doc maybe you can find the entity of the wedge itself, i tried but couldn't find it, maybe you can try the visible check or active check

I'll try... wink.gif

QUOTE
A lot of waypoints could do with scripts to be honest cos bots don't really know where they are going without one

Yeah, many maps could benefit from a script, but they do good on most maps I've tried without scripts, especially linear walk through maps.

Posted by: madmax2 Jan 26 2019, 10:54 PM

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 sad.gif . 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...

CODE
] as_command rcbot.search
[RCBOT]1 : player frame=181.023438 distance = 0 (x=-3381.720459,y=2840.049316,z=380.03125) visible=1,solid=3,angle.x = -6.026001, angle.y = 20.286255 active = 1
[RCBOT]4 : player frame=0 distance = 198.951141 (x=-3261.890137,y=2794.024902,z=228.03125) visible=1,solid=3,angle.x = 6.597681, angle.y = -3.832489 active = 1
[RCBOT]25 : squadmaker frame=0 distance = 180.629776 (x=-3208,y=2852,z=332.015625) visible=0,solid=0,angle.x = 0, angle.y = 278 active = 0
[RCBOT]71 : env_sprite frame=5.350231 distance = 181.143326 (x=-3384,y=2842,z=561.149719) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]72 : momentary_rot_button frame=0 distance = 32.800926 (x=-3356,y=2844,z=400) visible=1,solid=0,angle.x = 0, angle.y = 49.815845 active = 0
[RCBOT]77 : ambient_generic frame=0 distance = 56.470577 (x=-3360,y=2836,z=432) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]86 : trigger_setorigin frame=0 distance = 77.95314 (x=-3352,y=2864,z=448) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]194 : env_sprite frame=5.350231 distance = 181.143326 (x=-3384,y=2842,z=561.149719) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]264 : trigger_multiple frame=0 distance = 26.332506 (x=-3356,y=2844,z=376) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1


P.S. Seem so be problems with Bots-United for the last 24 hours. Connection/database errors... sad.gif

Posted by: Cheeseh Jan 29 2019, 09:19 AM

hmm can you check "active" on the rotary button or squad maker to see if they change?

Posted by: madmax2 Jan 30 2019, 09:10 PM

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...

CODE
1st flag - at bottom

] as_command rcbot.search
[RCBOT]1 : player frame=201.965088 distance = 0 (x=2817.24707,y=-2527.96875,z=132.009308) visible=1,solid=3,angle.x = -4.72229, angle.y = -69.906006 active = 1
[RCBOT]12 : momentary_rot_button frame=0 distance = 36.06044 (x=2828,y=-2548,z=160) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 0
[RCBOT]54 : env_sprite frame=13.409779 distance = 29.029301 (x=2800,y=-2548,z=120.009811) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]55 : trigger_setorigin frame=0 distance = 116.187103 (x=2824,y=-2528,z=248) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]79 : ambient_generic frame=0 distance = 98.542564 (x=2836,y=-2540,z=228) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]192 : env_sprite frame=13.409779 distance = 29.029301 (x=2800,y=-2548,z=120.009811) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]262 : trigger_multiple frame=0 distance = 23.085733 (x=2828,y=-2548,z=128) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1

at top

] as_command rcbot.search
[RCBOT]1 : player frame=161.63208 distance = 0 (x=2817.24707,y=-2527.96875,z=132.009308) visible=1,solid=3,angle.x = -2.854614, angle.y = -68.131714 active = 1
[RCBOT]12 : momentary_rot_button frame=0 distance = 36.06044 (x=2828,y=-2548,z=160) visible=1,solid=0,angle.x = 0, angle.y = 64.806274 active = 0
[RCBOT]54 : env_sprite frame=12.355457 distance = 183.427017 (x=2800,y=-2548,z=313.521729) visible=1,solid=0,angle.x = 180, angle.y = 90 active = 1
[RCBOT]55 : trigger_setorigin frame=0 distance = 116.187103 (x=2824,y=-2528,z=248) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]79 : ambient_generic frame=0 distance = 98.542564 (x=2836,y=-2540,z=228) visible=1,solid=0,angle.x = 0, angle.y = 0 active = 1
[RCBOT]192 : env_sprite frame=12.355457 distance = 183.427017 (x=2800,y=-2548,z=313.521729) visible=1,solid=0,angle.x = 180, angle.y = 270 active = 1
[RCBOT]262 : trigger_multiple frame=0 distance = 23.085733 (x=2828,y=-2548,z=128) visible=0,solid=1,angle.x = 0, angle.y = 0 active = 1


I don't think there is much we can do, but change the flags to non-entity important points. I can test and adjust the wpt for that, see how they do... It doesn't totally ruin it for the players, when a flag sprite gets stuck, but it can mess the bots up, to where they aren't as much help.

Last series is going well, the 2nd & 4th maps are probably ready, still need to retest the other 2.

Last2 is the 1st map I tried the grapple with, took me a while to get some near vertical pulls working right, but it's good now... In order to get one working good, I had to noclip the landing wpt into the ceiling directly over the landing point, above & beyond the grapple wpt. Then they could land on the platform there. Raising the grapple wpt above the slime didn't help. The original landing wpt was on the platform so they would let go once they pass that height. So I thought Tarzan swing to a higher point is what worked... It feels like they need to pull a bit more to the grapple wpt? Other than that, grapple seems pretty good, I'll know more when I get to that royals2 map or the sectore maps...

Posted by: Cheeseh Jan 31 2019, 08:39 AM

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.

Posted by: madmax2 Jan 31 2019, 08:25 PM

QUOTE(Cheeseh @ Jan 31 2019, 12:39 AM) *

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.

Ok, good idea, i'll try to get to that tonight while working on last series... smile.gif

[Edit] Yeah, this looks promising, set all flags to one unit above the bottom position. If flag gets stuck and they are killed, they won't cap it, but when a player caps it, bots will be able to cap the next incomplete goal. (Instead of getting stuck at one flag goal for the rest of the game.) smile.gif

Request:
Would it be possible to add a waypoint_move command, one that retains the flags & connections? I think that would be very useful fixing waypoints, a big time saver. What do you think?

Posted by: Cheeseh Feb 1 2019, 09:05 AM

QUOTE(madmax2 @ Jan 31 2019, 08:25 PM) *

Ok, good idea, i'll try to get to that tonight while working on last series... smile.gif

Request:
Would it be possible to add a waypoint_move command, one that retains the flags & connections? I think that would be very useful fixing waypoints, a big time saver. What do you think?


I can add "waypoint cut" and "waypoint paste", and it will try to keep the same waypoint ID as not to break scripts. If can't keep the same ID then it can issue a warning message about the new ID

Posted by: madmax2 Feb 1 2019, 09:09 AM

QUOTE(Cheeseh @ Feb 1 2019, 01:05 AM) *

I can add "waypoint cut" and "waypoint paste", and it will try to keep the same waypoint ID as not to break scripts. If can't keep the same ID then it can issue a warning message about the new ID

Excellent, sounds good... smile.gif

[EDIT] I don't need it now, for updating wpts, but could you also add the autowaypoint function back in? I autowaypointed Judgement with the old rcbot then converted it and edited it with rcbot-AS. It worked ok, but had some glitches using the old bot in SC5 ohmy.gif

Gotta sign off, past 1am here, and a travel day... Thanks Cheeseh... smile.gif

Posted by: Cheeseh Feb 4 2019, 08:40 AM

QUOTE(madmax2 @ Feb 1 2019, 09:09 AM) *

Excellent, sounds good... smile.gif

[EDIT] I don't need it now, for updating wpts, but could you also add the autowaypoint function back in? I autowaypointed Judgement with the old rcbot then converted it and edited it with rcbot-AS. It worked ok, but had some glitches using the old bot in SC5 ohmy.gif

Gotta sign off, past 1am here, and a travel day... Thanks Cheeseh... smile.gif


will try, will take a lot more effort than waypoint cut paste tho laugh.gif

Posted by: madmax2 Feb 5 2019, 07:58 PM

QUOTE(Cheeseh @ Feb 4 2019, 12:40 AM) *

will try, will take a lot more effort than waypoint cut paste tho laugh.gif

Guess I should of been more clear, the autowaypoint would be a nice addition, but it's not a high priority for me. I thought you could take the code from rcbot 1 or 2, but perhaps you have to re-write it in AS? The cut & paste wpt is more important to me, as I've seen a lot of situations that will be useful. So, just put autowayoint on the list of possible additions, for when & if you want to add it? wink.gif

The last series waypoints are taking a bit longer than I thought, ran into some problems that slowed my progress, but most of it is resolved now. Once I get last3 into shape, I should be able to add them to the pack. Last3 has an awful lot of wpts & paths, I've removed some of that... (btw, I may of come across a bug with barney wpts, I'll try to post the details soon, with some debug info)


Posted by: madmax2 Feb 8 2019, 08:19 AM

Added Updated Last Stand waypoints, original waypoints by Mard... (4 maps)

I will post some details tomorrow ...

Posted by: Cheeseh Feb 9 2019, 05:20 PM

QUOTE(madmax2 @ Feb 8 2019, 08:19 AM) *

Added Updated Last Stand waypoints, original waypoints by Mard... (4 maps)

I will post some details tomorrow ...

smile.gif cool

I added some new commands


CODE

waypoint_cut
waypoint_copy
waypoint_paste
waypoint_move1
waypoint_move2



cut/copy/paste just remembers the waypoints flags
waypoint move1 / move2 will move the waypoint to a new location. Use move1 to select a waypoint first, and move2 to place it to the new location


Posted by: madmax2 Feb 9 2019, 10:23 PM

QUOTE(Cheeseh @ Feb 9 2019, 09:20 AM) *

smile.gif cool

I added some new commands
CODE

waypoint_cut
waypoint_copy
waypoint_paste
waypoint_move1
waypoint_move2

cut/copy/paste just remembers the waypoints flags
waypoint move1 / move2 will move the waypoint to a new location. Use move1 to select a waypoint first, and move2 to place it to the new location

Excellent, I will use this a lot... biggrin.gif

After playing through the whole Last series, I may need to do a bit more tweaking on some waypoints. Bots do good for most areas, just some things could be better. Last4 is good, just looking at 1, 2, & 3 now...

Generally, for most all waypoints, I did a lot of path edits and removed some waypoints, there is more that could be done. And the new move commands will be great for fixing/improving waypoints like this. Also, removed a number of important givetypes, mostly on door buttons. Added some Unreachable wpts. Since the maps are survival now, most of the ammo has been removed or moved, some health/batteries changed too. While I fixed some of these locations, I left some unused ammo locations to keep bots going there. Bots do fine this way, but I may remove more & see how the do?

Outline Details of the major fixes/additions... Got a bit long winded... blink.gif

Last4: Fixed all ladders so bots go up them well, get the RPG, bots will occasionally call a airstrike. Waypointed the new tower, so bots can go to the top & snipe/RPG the enemies below, then return tho the main area.

Last3: Has the most wpt/path/ammo/health/armor/weapon edits, more could be done. There are 2 shortcut doors in this map that don't work by the use key, player must push against the panel to open the doors. I fixed this by putting a path through the panel to an important wpt, bots will open these doors at random, they can use the shortcuts once open.

I don't have a checkground on the bridge atm, I may add that back on, still testing that area. I tried to improve the wpts at the rotating machine with platform wpts, but couldn't get it working better than what Mard had there, I did add an extra wpt there that helps a little. Bots do fairly well there as is, at least 50% success...

The next area with the impact machine & HT into the vent was completely reworked due to a map change there. Bots can go in the vent & turn the machine on then come back out the vent, but they are a little slow at it, and they have a little trouble at the HT/vent ladder, but no permanent jam. I originally was going to leave this vent for players only, I'm still testing it and may change it again?

Fixed it so bots can activate the laser & get the crystal, but they may not get the crystal the first time, which is ok..

Reworked the last ladder so bots can jump up to ladder and into vent, it may take a couple attempts...

Last2: A number of changes/additions on this one too. The biggest changes are in the center & end of the map. I removed the armor givetype at the HEV charger in the 2nd half of the map, as they seem to multi-path & use some shortcuts much better without it. Bots can grapple into the elevator shaft & climb the cables to the top. Bots can grapple up to the generator controls, turn the generator off then jump back down, or use the shortcut door there when open. Turning off the generator usually is not fast. Bots would open the generator shortcut door, but they may of quit doing that when I got them using the other shortcut to the boss room more.

Bots can jump across electrified floor and open the shortcut door, but they may not open the shortcut door until all the enemies are killed. There is a grapple wpt there too, but they only use the jump path atm. I have some ideas to improve this whole center area, so may update this wpt again. Fixed the last ladder in vent so bots don't get stuck there, and bots will go both ways in vent now. Some tweaks in the boss room and to end of map. Bots can end the map, but there is plenty of time for a player to end it too...

Last1: Reworked some pathing in the 1st area, around the "tent/radio", and added a path over the tent (just for fun)... some tweaking here & there, and at the teleporter controls. At the next area, changed the HT at the wood plank to a jump wpt, single bots can now jump up, go over the top and open the door there, unassisted. Reworked the paths/wpts in this room so a crate doesn't block that door and bots won't spawn into the crate, haven't seen either for a while now, so hopefully it's fixed.

The barney wpts there is currently not used by otis, I encountered a possible bug here and will post on that soon... For now, I added some wait & staynear givetypes there so bots protect otis from the 1st pit drone, that was killing him a lot, it seems to work most of the time. Right now, otis likely won't open the weapons room without player help, but may open the 1st 2 security doors if he survives. Fixed the ladder room to get the uzi, but bots won't use the uzi much? Bots can end this map, but there should be time for players too...

For The first 3 maps, bots probably would work better if scripted, but I do like some random behavior in the bots too, as it gives the players time to figure out the map and do things. So I would need to think about that?


Posted by: madmax2 Feb 18 2019, 09:31 AM

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... smile.gif

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. rolleyes.gif

Posted by: Cheeseh Feb 18 2019, 01:32 PM

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. biggrin.gif biggrin.gif

Posted by: madmax2 Feb 18 2019, 11:44 PM

QUOTE(Cheeseh @ Feb 18 2019, 05:32 AM) *

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. biggrin.gif biggrin.gif

No problem, I've been bogged down in these LAST wpts. Need to get them done & move on wink.gif ... That barney bug is weird, and may only happen when barney wpts are after a teleport wpt or button. It may be specific to this map only, not sure?

It looks like i'll be updating Last3 again! That darn Human Tower was messing up again blink.gif . So removed the crouch on the top wpt after the HT, and both down paths from it, its a basic HT config now with no extra givetypes, and the lead-up wpt squeezed in tight to the HT. This seems to work the best. Tweaking a few other things, hopefully will upload it tonite? rolleyes.gif

Posted by: Cheeseh Feb 19 2019, 09:00 AM

QUOTE(madmax2 @ Feb 18 2019, 11:44 PM) *

No problem, I've been bogged down in these LAST wpts. Need to get them done & move on wink.gif ... That barney bug is weird, and may only happen when barney wpts are after a teleport wpt or button. It may be specific to this map only, not sure?

It looks like i'll be updating Last3 again! That darn Human Tower was messing up again blink.gif . So removed the crouch on the top wpt after the HT, and both down paths from it, its a basic HT config now with no extra givetypes, and the lead-up wpt squeezed in tight to the HT. This seems to work the best. Tweaking a few other things, hopefully will upload it tonite? rolleyes.gif


I will upload when you're done, no worries -- I'll need to improve HT tbh

Posted by: madmax2 Feb 19 2019, 10:46 PM

QUOTE(Cheeseh @ Feb 19 2019, 01:00 AM) *

I will upload when you're done, no worries -- I'll need to improve HT tbh

Updated Last3 again, seems to be good now rolleyes.gif . Didn't get to Last2 last night... I'll post a few details on Last3 later, after I unscramble my brain LOL... wink.gif

[Edit 2-25-29]
Updated Last2, will post more info later...

Posted by: madmax2 Feb 27 2019, 11:09 PM

Finally, think I'm done with these for now... rolleyes.gif

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.

Last3 Updates:

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... wink.gif

Posted by: Cheeseh Mar 3 2019, 09:45 AM

great -- added to git now tongue.gif

Posted by: madmax2 Mar 3 2019, 09:21 PM

QUOTE(Cheeseh @ Mar 3 2019, 01:45 AM) *

great -- added to git now tongue.gif

Cheers man... biggrin.gif

I've been trying to convert my sc_psyko wpt, but bots seem to be having trouble with the openslater wpts. It's a hub map with 10 doors in the central room and I currently have 13 openslater wpts in it. Bots don't want to go through most doors unless I remove the openslater givetype. I'm trying to re-position them to see if that helps? Might have to make a basic test wpt & see if that changes anything. Think I may need to check the doors & bots with debug, as they will act confused in the central room until I remove an openslater.

Got them making the lava & slime jumps/areas, also the ice area, and partly the cloud & sun areas. Still more work to do though.

I'll do a few more tests on this, but if it continues to be problematic I'll just set it aside for now, and move on to some walkthrough maps I want converted...

Posted by: madmax2 Mar 10 2019, 09:02 AM

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... wink.gif

Posted by: madmax2 Mar 12 2019, 05:44 PM

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.

Posted by: Cheeseh Mar 18 2019, 09:20 AM

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

Posted by: madmax2 Mar 18 2019, 05:42 PM

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.[edit] 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?

QUOTE(Cheeseh @ Mar 18 2019, 01:20 AM) *

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

Thanks, I can wait for autowaypoint, it's not a high priority for me... I do have another request tho... wink.gif

bots_dont_shoot would be a big help at the blooders pool, if it's not difficult to add? I think the jumps are close now, just hard to be sure whether they are attacking, or missing the jumps?

Posted by: Cheeseh Mar 20 2019, 09:11 PM

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

Posted by: madmax2 Mar 22 2019, 12:37 AM

QUOTE(Cheeseh @ Mar 20 2019, 01:11 PM) *

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

Build: 013d60406ba48cc7ca5128a6af7f09c06b2f985e

Thanks, but I can't seem to get the don't_shoot command to work ohmy.gif ? I tried a bunch of variations, with & without ', on specific bot or as a global command, tried as a config command too...

CODE
as_command rcbot.don't_shoot
as_command rcbot.dont_shoot [m00]cow
as_command rcbot.don't_shoot [m00]cow
as_command rcbot.config_don't_shoot
as_command rcbot.bots_don't_shoot


Bunch of others... What should the full command syntax be?

Yeah, as for sc_royals1 vent, I had a complicated wpt config there, trying to get the bots to at least push the double stacked crates to the corner, so they could pass between the crates without pushing them down the hallway. It worked maybe 70% of the time, but not 100%. It did induce a problem with an occasional bot stuck at end of vent (because the path out of vent went to the right & not the left). I thought I had fixed the stuck bot with another wpt/path noclipped in wall/vent there, but perhaps not, i saw a bot standing there today.

The reason I didn't want them to push the boxes down the hallway is sometimes they would get trapped there for a short while, maybe as long as a minute? But most of the time they manage to slip by the boxes plugging the hallway, or they are destroyed by enemy fire. So it's really not a big problem, cause players will just break the crates. So, it was a unnecessary fix, and wasted time...

This does bring up some pushable issues I wanted to ask about... rolleyes.gif

1. does the pushable wpt actually do anything, and should I be adding them into wpts, or removing them from old wpts? bots seem to push without them...

2. I've been seeing bots walking a long time after they contact a pushable, it seems more noticeable with my wpt config at the end of the vent. It may no longer happen with the git wpt, I didn't notice it on 4 tests. With my wpt, there was a pushable wpt in the far corner from the vent that would always be blocked from view when the bots push it there. You removed that wpt from the git wpt. I'm not sure if it is the wpt positioning or just the fact that the pushables are not destroyed as much with my wpt? I do know if the pushables are destroyed, the walking thing stops happening. Any idea what is causing the walking after contacting or seeing a pushable?

3. perhaps, have bots swing their crowbar a few times, if there is no forward progress after 20 or 30 seconds? since pushables are often breakable. Not sure if this is a good idea though, some may be explosive? But I think if a pushable is required to finish a map, it won't be breakable.

Posted by: Cheeseh Mar 22 2019, 08:31 AM

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.

Posted by: madmax2 Mar 22 2019, 05:50 PM

QUOTE
as_command rcbot.dont_shoot 1

Ok, I'll try that...

QUOTE
pushable waypoint doesn't do anything yet

if the bots path is blocked by a pushable then they hold the USE key.

Ok, that confirms what I was thinking. I did verify bots do the walking thing with the git wpt w/o a pushable wpt. The pushable is blocking the path and I hear them press use. Perhaps they don't have enough speed when they exit the vent, to get a strong push?

I saw bots stuck in the end of the vent with the git wpt.
http://img4.imagetitan.com/img.php?image=19_sc_royals1_vent_exit.jpg
I think that is why I had a wpt just outside the end of the vent, to prevent this? This was after the pushable had been moved, but it is still blocking the path. I believe, if there is a wpt outside the end of vent, bots don't execute the pushable code until they exit the vent (touch the wpt just before the pushable)? I'll do more testing in this area, don't want them blocking in or end of vent, I'll see if I can improve it?

QUOTE
The reason was because I wasn't sure if some pushables were useful for humans to reach certain areas etc.

Yep, I'm not certain about that either? I would think a pushable that is needed to progress to end of map should not be breakable? But poor mapping may prove me wrong? Also, breakable pushables could be used to get ammo, health or armor? Seems there is a map where boxes are pushed into water or slime to make a bridge? I don't remember if they are breakable, but they float.

Posted by: madmax2 Mar 24 2019, 04:26 AM

Updated sc_royals1 (again) rolleyes.gif

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... wink.gif

So now I can get back to sc_royals2, and finish it (mainly the blooders pool), then i will be done with this series. smile.gif

Posted by: Cheeseh Mar 26 2019, 08:41 AM

meant to check this out last night. will try to remember tonight

Posted by: madmax2 Mar 26 2019, 11:06 PM

QUOTE(Cheeseh @ Mar 26 2019, 12:41 AM) *

meant to check this out last night. will try to remember tonight

I hope it works good this time, i think it will? Must of run it 50 times the other day blink.gif ... That vent is touchy, and a bit of a pain. I think that crouch wpt just outside the exit does help keep them from stopping just before they exit. A couple times it looked like they would stop there, but then they seemed to see the wpt there and continue moving. There are a couple other places in that vent bots would stop at before, and appear to be looking off to the side! But I think more wpts fixed it.

Just got back to royals2 today, and I think I'm making good progress at the blooders pool using the dont_shoot command. So maybe a new wpt for that in the next few days... smile.gif

Posted by: RoboCop Apr 1 2019, 06:55 PM

Looks like sc_psyko needs some fixes.

Posted by: madmax2 Apr 2 2019, 04:55 PM

QUOTE(RoboCop @ Apr 1 2019, 10:55 AM) *

Looks like sc_psyko needs some fixes.

Hey Robocop, Yeah, sc_psyko has some big problems. I set it aside a month ago to work on royals waypoints. Wow, it's been a month already... Anyways, here is the post that gives some details. wink.gif

http://rcbot.bots-united.com/forums/index.php?s=&showtopic=2212&view=findpost&p=14981

I was making some progress on it, just got a bit frustrated with the doors. I had an idea on what to do about the openslater wpts on those doors, just haven't got back to it yet...

=====================================================================

I uploaded a updated waypoint for sc_royals2, it's still wip but is much better in the blooders pool area. Bots can make it through the blooders pool fairly well without cheats on. The hardest part for them now is at the wedge jump, but overall they do well, but not perfect... I added a number of new wpts to the area, it's more complicated than the last rcwa, some have been repositioned too. If a bot gets stuck to the side of the ladder, there are new wpts there that help them get up the ladder and not jump back in...

Bots can make the jumps at the caverns better, with a couple small tweaks, but may not open the shortcut as fast?

The main reason this is still a wip is I noticed an old problem was still present. Bots occasionally get stuck near those skulls at the shortcut door to the cavern. I've tried a couple things, but it is still not fixed. I'll post some details later if I can't figure out a solution. If you crouch under a stuck bot, that seems to free it up and it will start moving again...

I probably will add some unreachable wpts & waypoint in the armor at the blooders pool too. Think I'm done with the blooders pool, but may want to tweek the grapple, it's ok as is though? So I hope to be done with this in the next week. Spring is here, so I've had less time for waypoints this month...

Posted by: madmax2 Apr 10 2019, 09:12 PM

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... rolleyes.gif

Posted by: madmax2 Apr 12 2019, 09:18 AM

Well, I thought I was going to release sc_royals2 final rcwa today, but ran into a problem sad.gif . 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 dry.gif .

Posted by: Cheeseh Apr 12 2019, 04:17 PM

If there's anything that could cause issues it could be frame rate.

Posted by: madmax2 Apr 12 2019, 06:51 PM

QUOTE(Cheeseh @ Apr 12 2019, 08:17 AM) *

If there's anything that could cause issues it could be frame rate.

It does seem to be the speed of the bots. When they land on the last stone, they look like they overrun the landing wpt to the left, so veer right to touch the jump wpt. The stones are not in a straight line, so there is a curving to the right for the bot's path.

I'll spend some time on the straight jump path, but if it won't work, there is another path they can take for the last jump. I made some quick edits last night, it doe's work. Bots do a circle on what was the last stone and jump to another stone, then over to the ledge. Actually it's kinda cool looking tongue.gif ... They are even better this way, maybe too good now, players won't be able to keep up through here, so I may need to cripple the bots a little bit if I go with this loopy thing... biggrin.gif

I have frame rate limited at 60fps or vsync is enabled on the win7 PC, and it is smooth & steady. The old XP PC runs below 60fps and a bit unsteady, I'll have to check it again to see how much lower, but it's not real bad in this area. There may be some lag when first entering the room, will need to check this too. Guess I could try lowering my video/game settings (higher fps) to see if I can duplicate the problem on my old PC, but the hardware difference may be to great?

I would like to know when I make a wpt on the old PC that it will not have to be reworked for a newer PC. Guess for now I'll have to test all wpts on the newer PC, but since I do most of the work on the old PC, I really don't want to do that. Maybe, if I do it earlier in the process I can spot a potential problem? Most of my wpts likely have not been tested on the faster PC, hope those wpts don't have serious problems?

Even though I'm a bit burned out working on this rcwa blink.gif , RCbots are pretty entertaining to watch in SC, i've seen some funny stuff... biggrin.gif

There were a couple other issues I ran into working on this rcwa, I'll post about that later once I have this rcwa done.

Posted by: madmax2 Apr 16 2019, 12:48 AM

------------------------------
Updated sc_royals2
------------------------------
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... wink.gif
---------------
*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.

---------------
Details
---------------
*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 blink.gif ... 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... smile.gif

Posted by: Cheeseh Apr 16 2019, 01:14 PM

wow amazing effort biggrin.gif . I will try to test and update the git soon

Posted by: madmax2 Apr 16 2019, 07:44 PM

QUOTE(Cheeseh @ Apr 16 2019, 05:14 AM) *

wow amazing effort biggrin.gif . I will try to test and update the git soon

Thank-you Cheeseh, I kinda went nuts on this one, and i'll be taking a break for a week or two on sven waypoints. I've had a dods waypoint nearly finished for some time now, I think that will be next... smile.gif

Is there a way to randomize, or delay, selective important waypoints in the script system? To control how quickly they would use a button, open a door, etc. Have them bypass an important wpt say 8 times before they go use it? This map would of been easy to script, but I didn't want bots to immediately open that shortcut at the cavern jumps, so I did not try to script it. Scripting a delay would be far easier than trying to get them doing it with waypoint methods.

It would solve some issues with the "waypoint only" method too. Like I had to allow bots to back track through that tight spot from the bridge to the canyon. That could be changed if it was scripted. Also, after testing on 2 PC's with different performance levels, It became clear finding the right balance for opening the shortcut door was going to be very difficult, and it is not constant or reliable. It is fairly constant/reliable on the fast PC, less reliable on the slow PC. Scripting it would solve that too...

I'm not eager to do it now, I think it's ok as is, but going forward it would be good to have the option to script a delay. I'll be kicking myself if it's already available... rolleyes.gif


Posted by: Cheeseh Apr 16 2019, 08:33 PM

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 !)

Posted by: madmax2 Apr 18 2019, 08:38 AM

No problem, I wasn't sure if that function was there or not. Perhaps some future update... wink.gif

Posted by: danylopez123 Jun 17 2019, 02:27 PM

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?

Posted by: madmax2 Jun 18 2019, 05:52 AM

QUOTE(danylopez123 @ Jun 17 2019, 06:27 AM) *

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?

Hi dany,

Welcome smile.gif ... I haven't started any new conversions, but there were a couple that have been on hold. I've been working on a dod:s waypoint that I will probably release soon. I intend to get back to it (SvenCoop), just some real-life stuff slowing me down, and it's summer weather here, too smile.gif ...

Did you have some waypointing question, or specific maps you want converted? Or just curious about the progress?

Ok, I had a look at where I left off, I started work on these maps but have not finished yet...

sc_psyko - I did do some work on this, and tested most areas, but ran into problems with the doors, so put it on hold while working on other wpts. I've had an idea how to fix the doors, so this may be the 1st one I get back to working on?

sc_activist series (sc_activist & Sc_activist3) - There were some buggy bot problems on maps 1 & 2, not sure about map 3? I'll need to re-check these with the latest rcbot version.

jumpers - I don't think I did much on this yet?

Any official map such as toonrun or toadsnatch etc. should get tested, my progress was much slower than I had hoped sad.gif ...

Yeah, there is a boat load of wpts that need testing and will need some work...

Have you tested some? Do you have any requests?

My progress during summer months will be painfully slow, but I may be willing to work on some wpts, as my time allows... wink.gif

Posted by: danylopez123 Jun 18 2019, 09:31 PM

QUOTE(madmax2 @ Jun 18 2019, 07:52 AM) *

Hi dany,

Welcome smile.gif ... I haven't started any new conversions, but there were a couple that have been on hold. I've been working on a dod:s waypoint that I will probably release soon. I intend to get back to it (SvenCoop), just some real-life stuff slowing me down, and it's summer weather here, too smile.gif ...

Did you have some waypointing question, or specific maps you want converted? Or just curious about the progress?

Ok, I had a look at where I left off, I started work on these maps but have not finished yet...

sc_psyko - I did do some work on this, and tested most areas, but ran into problems with the doors, so put it on hold while working on other wpts. I've had an idea how to fix the doors, so this may be the 1st one I get back to working on?

sc_activist series (sc_activist & Sc_activist3) - There were some buggy bot problems on maps 1 & 2, not sure about map 3? I'll need to re-check these with the latest rcbot version.

jumpers - I don't think I did much on this yet?

Any official map such as toonrun or toadsnatch etc. should get tested, my progress was much slower than I had hoped sad.gif ...

Yeah, there is a boat load of wpts that need testing and will need some work...

Have you tested some? Do you have any requests?

My progress during summer months will be painfully slow, but I may be willing to work on some wpts, as my time allows... wink.gif


I have tested some but because of the long time it's been since i don't play Sven-Coop, i will have to see them again at some point.

As for a request... i currently dont have any... or at least... for the old Half-Life campaign waypoints converted for the new SC 5.0 now that there are less maps because they are more in 1 for some parts.

But there is no rush for that, i can always wait for new updates.

Posted by: danylopez123 Jun 24 2019, 02:24 PM

Ok, i've been thinking about a request, to start, how about the sc_tetris maps?
The waypoints feels incompleted.

Posted by: madmax2 Jun 25 2019, 09:01 PM

Hi dany,

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... smile.gif

Posted by: danylopez123 Sep 14 2019, 02:59 PM

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.

Posted by: danylopez123 Nov 9 2019, 03:19 PM

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.

Posted by: madmax2 Apr 3 2020, 02:57 AM

Hey guys,

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. wink.gif

[edit] These doors have openslater wpts on them, the rest don't:
wave
ice
forest
pig


Attached File(s)
Attached File  sc_psyko_rcwa.zip ( 7.3k ) Number of downloads: 132

Posted by: RoboCop Apr 3 2020, 06:49 PM

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...

Posted by: danylopez123 Apr 3 2020, 06:55 PM

Finally! Glad to see that this is still alive!

Posted by: madmax2 Apr 4 2020, 08:47 PM

QUOTE
Robocop:
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...

Thanks, Yeah I tried to just get it functional so 1 player with 2 bots could do it. It is possible to play singleplayer, you just need to be very quick on the buttons, the cloud buttons might be the most difficult? The bots help with that one now..

QUOTE
dany:
Finally! Glad to see that this is still alive!

Yeah, it has been a long time. I've been having to re-learn some things on the waypointing and studying the scripting. This one was a real challenge for me to script. I tried a lot of things on the doors that didn't work (!=), to block bots from using closed doors. Only openslater effectively blocks the bots...

--------------------------------------------------------------------------------------------------

Everyone:

Not sure how much time I will be able to spend on this, but I started fixing shattered. I'm as far as the fans now, and I have them going through the lower fans good now. Had to fix some ladder issues. I noticed bots stuck at that first vent last night, I think I need to add fallback path there?

I also checked suspension, since the map has updated. Everything looks to be working, except the last ladder to go under the bridge for the RPG's, the ladder has been moved. Bots won't try to get the RPG's or use the ladder as it is blocked by the openslater wpt. There is also a light post bots may hang up on. The current rcwa should work ok, i'll fix it later... Suspension is not the best map for bots, I recommend no more than 1 or 2 bots, they will just eat up the tickets. Does anyone know if there is a way to increase tickets beyond 50? I tried adding starthealth 125, startarmor 100, weapon_medkit and grenades, but everything is stripped except the grenades. Any idea if there is a way around that so bots could have more start health, armor & a medkit? They really die to fast on this map...

I also was checking sc_persia on a slower PC (lower frame rates), and noticed they were not making the first peg jump as well as they should be. When they got to the lattice, they could not get on it at all. At the lattice I tried adjusting the wpt, but no help. I tried gl_vsync 1 & 0, and various settings for fps_max, but it didn't help to much. I should try lowering the graphics settings to boost the fps, currently about 40fps. I did try the march & april builds of rcbot, and they seemed a lot better at both the peg jumps & the lattice on the slower PC! My faster PC seems ok with the latest build. I should try rcbot visrevs & navrevs on the slow PC? Note: I'm not sure yet but the lattice issue may be partly due to a code change, as I noticed bots are looking to the side before & during their jump up to the lattice, I don't think they were doing that with the older builds?

The jumps on sc_doc were near perfect on my fast PC, not tested yet on the slower one.

If you see any significant jumping problems with any of the posted rcwa's in this topic, i'd like to hear about it. Give me the fps you are getting and perhaps cpu/gpu specs. With these rcwa's bots should be successful at the jumps at least 50% of the time (the 1st peg jumps on sc_persia should be that good, but it could be lower, but not every bot should be falling there). Keep in mind this is a single bot jumping, more than one bot at the jumps may cause bots to fail the jumps. It would be good to know if the rcwa's/jumping puzzles are working well enough on your PC too, as it takes a long time for me to retest all the rcwa's in this topic...

I probably can't do much about it from the waypointing side, but would like to know if there are other solutions I can tell people to try, such as increasing fps by lowering screen resolution, I don't know if that helps, atm. And I don't know if this is a big problem or not. I would like to know what settings or PC I should use to waypoint the jumps, so the rcwa will work correctly on other/user PC's.

Posted by: RoboCop Apr 8 2020, 02:11 PM

Has anyone made waypoints for that uplink map?

Posted by: madmax2 Apr 9 2020, 06:53 PM

QUOTE(RoboCop @ Apr 8 2020, 06:11 AM) *

Has anyone made waypoints for that uplink map?

I thought I had a waypoint that was more complete than the included waypoint, but can't find it so far? I have a couple more PC's to check in a few days...

Posted by: RoboCop Apr 10 2020, 10:05 PM

It's incomplete.

Posted by: madmax2 Apr 20 2020, 12:39 AM

QUOTE(RoboCop @ Apr 10 2020, 02:05 PM) *

It's incomplete.

Almost forgot about uplink, I have a couple hard drives to check for a waypoint, I'd rather not start from scratch if I don't have to... I was sure I had a waypoint to the end of the map, it may of been for the old rcbot, but can't find that either??? huh.gif

Should be done with shattered soon, spent a lot of time on it, bots having some buggy issues slowing me down...

Posted by: madmax2 Apr 22 2020, 04:01 AM

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. wink.gif

@Robocop

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...


Attached File(s)
Attached File  shattered_rcwa2.zip ( 8.37k ) Number of downloads: 154

Posted by: RoboCop Apr 24 2020, 09:49 AM

QUOTE(madmax2 @ Apr 22 2020, 05:01 AM) *

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. wink.gif

@Robocop

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?

Yes please do

Posted by: madmax2 Apr 26 2020, 03:05 AM

QUOTE(RoboCop @ Apr 24 2020, 02:49 AM) *

Yes please do

Uplink is WIP smile.gif

Also, shattered was updated yesterday ...

Posted by: madmax2 Jul 28 2020, 09:15 PM

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).

Last2.rcwa:
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.

Last3.rcwa:
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...



Attached File(s)
Attached File  last2_3_rcwa_pack.zip ( 15.67k ) Number of downloads: 169

Posted by: madmax2 Aug 3 2020, 12:17 AM

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. wink.gif


Attached File(s)
Attached File  last4_rcwa_wip.zip ( 8.33k ) Number of downloads: 162

Posted by: madmax2 Aug 9 2020, 08:15 AM

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... ohmy.gif

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... wink.gif
(tested on 7-25-2020 build)



Attached File(s)
Attached File  sc_doc_rcwa_script.zip ( 5.09k ) Number of downloads: 163

Posted by: madmax2 Aug 11 2020, 12:04 AM

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... smile.gif

I probably should update the first post some time soon... rolleyes.gif

(tested on 8-3-20 build)


Attached File(s)
Attached File  sc_activist_rcwa.zip ( 4.03k ) Number of downloads: 153

Posted by: madmax2 Aug 17 2020, 02:06 AM

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...

sc_activist_off.ini:
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... wink.gif

(tested on 8-14-20 build)


Attached File(s)
Attached File  sc_activist_rcwa2_script.zip ( 6.13k ) Number of downloads: 148

Posted by: madmax2 Aug 24 2020, 07:26 AM

Improved Crystal Waypoint & Script

Copy & Paste from the readme:
-----------------------------------------------------------------------
General info
----------------
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.

-----------------
Tips/suggestions
-----------------
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...

have fun smile.gif

[Edit] crystal.ini:

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.

CODE
# Control Panel to Disable Main Defense Turrets - Test Lab (bots go to HT first then test lab)
314, 288, 400, frame, =, 1
# 314, 272, 380, frame, = , 1


I haven't tested this yet, but I think having bots tower to get the cube in the puzzle room before holding the wheels can be scripted... Currently, the HT & wheels are enabled & disabled at the same time. To change it, try this...
CODE
# Puzzle Human Tower - MAIN COMPUTER ROOM
# 262, 270, 517, y, =, 2200
262, 270, 502, z, <, 600
#
# Puzzle Wheels - MAIN COMPUTER ROOM
# 236, 270, 517, y, =, 2200
# 233, 270, 517, y, =, 2200
236, 262, 517, y, =, 2200
233, 262, 517, y, =, 2200

That should make the player/bots get both cubes first, then use the wheels. (the player must move the cubes)
[Edit] I have verified this doe's work, and will include the change when I do an updated pack... Bots won't actually get the cube, they are not waypointed to do that, they just crouch for the player to get it.

I'm working on crystal2 now... Still some work to do, but I have the bots doing most of the platform jumps and grapples.

I've uploaded an updated script & waypoint here (this one may get removed soon?):
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=2212&view=findpost&p=15271


Attached File(s)
Attached File  crystal_rcwa_script.zip ( 9.55k ) Number of downloads: 182

Posted by: madmax2 Sep 28 2020, 02:12 AM

Here is a converted Crystal2 Waypoint and Script. I think the script will be required for this to work properly. It's still sorta a WIP, but my last couple test runs seemed to work well. I didn't have any time to work on it the last week, until yesterday. I reworked the script and made a lot of changes to the rcwa. I initially tried to get this working without a script and had a waypoint that worked ok, but I could only get it to work if bots went to the puzzle area first, but there were still problems...

So with the script, bots now go to the 1st combat area, then the puzzle area, then the final combat area. In the 1st combat area, I had to remove all of the ammo/armor/health/weapon givetypes and replace them with important givetype and script it. This was to keep bots from returning there while playing the puzzle area, though a few bots may go there or cycle through there at a couple points, while playing the puzzle area. I haven't figured out why this is happening, I think I know when it is happening, but at least 1 bot will keep going to the puzzle area during these short periods. It seems to self correct once the next teleport is activated...

So I think it will play well, so long as you play combat, puzzle, then final combat. Follow the majority of the bots if you don't know the map... I recommend 3 bots for single player...

I put a lot of effort into this rcwa & script, and bots move all around the combat areas and can do some difficult jumps in the puzzle area, including the wall jumps near the puzzle crystal. A human player is required to complete the puzzle area. See the readme on playing the puzzle area...

There may be an update at some point, but probably not soon? Have fun... smile.gif
------------------------------------------------------------------------------------
[Edit] I play tested this and it seemed to work good, I didn't notice any long periods of time where I was waiting for bots to come to the correct areas. Bots seem to be going to the correct areas most of the time, with the script...

I forgot to mention there may be an occasional bot going to the wrong area, but it will self correct and once the bot dies it will go to the correct area. The reason is the way the first 2 teleports and the last teleport are waypointed, those 3 teleports don't have teleport flags on them. With teleport flags, at the first 2 teleports, bots would stall at the beginning of the game with no goals until the teleports activated. I suppose I could of scripted an important wpt in the main junction area, but didn't? So what happens at these teleports without teleport waypoints is, bots can get pushed off the path to the teleport by multiple bots arriving at the same time. Bots that miss the teleport often just turn around and go through it, but sometimes choose another area, like going to the puzzle area early. It usually just happens at the beginning of the game or just after the final area activates, when all bots/players spawn at the same time and run to the teleports.

The reason I can't put a teleport flag on the final teleport is because the path bypasses an intermediate room (some kind of worm hole simulation?) and is connected directly to the final area. So I bypassed a destination and a teleport, so its not correct for the teleport flag this way. This is the way I did it for the old rcbots, it works ok as is.

Anyways, this is all minor and I haven't noticed it impact the game play at all. So just thought I'd explain why this happens, maybe a couple times during a game...

I've uploaded an updated script & waypoint here (Release 3) (this one may get removed soon?):
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=2212&view=findpost&p=15275


Attached File(s)
Attached File  crystal2_rcwa_script.zip ( 10.6k ) Number of downloads: 152

Posted by: madmax2 Oct 11 2020, 06:46 PM

I was planning to test & repack these rcwa's in a new pack at some point, after I got a few more done. I need to update the first post too. I'll have to see if I have the time??? I'll try to upload a "fix" pack for the critical rcwa's soon?

With the latest rcbot_as build (8-20-2020) requiring the long-jump module for crouchjump waypoints, some of my posted rcwa's are currently broken or partly broken. I've checked many of them to see which ones have crouchjump waypoints and if they are in a critical location. Critical means the crouchjump waypoint will block forward progression of the bots, at some point in the map, because the map does not have a long-jump module. There are a couple ways to get bots working again on these maps. You can run an older build of rcbot_as, or convert the crouchjump waypoints to jump waypoints, to use the latest build. The easiest way is to run a slightly older version of rcbot from the git, i'd recommend the 8-14-2020 build, bots don't need the long-jump module for crouchjump waypoints. If you need or want to use the latest rcbot_as, with long-jump module support, you will need to convert some of my rcwa's, from crouchjump to jump waypoints.

To convert rcwa's from crouchjump's to jump's, start the map to load the rcwa, in the console type the following commands...

CODE
as_command rcbot.waypoint_convert_type crouchjump jump
as_command rcbot.waypoint_save

Just be aware this will save a new rcwa in the store folder, which will be loaded instead of the rcwa in the rcw folder. So this could effect future updated rcwa's you get with newer versions of rcbot_as. You may need to remove the rcwa from the store folder, at some point, to use an updated git rcwa...

Ok, here is the list of rcwa's I have checked so far...

------------------------------------------------------------------------------------
No crouchjump waypoints found, don't do anything on these rcwa's
------------------------------------------------------------------------------------
sc_royals - none found
sc_royals4 - none found
quarter - none found
infested - none found
infested2 - none found
intruder - none found
deadsimpleneo2 - none found, there is a long-jump module but bots won't use it
uplink - none found
activist1 - none found
crystal 1 & 2 - none
last2 - none found
last4 - none found

--------------------------------------------------------------------------------------------------------------
Critical, crouchjump waypoints found in main path, or bots are blocked from part of the map
--------------------------------------------------------------------------------------------------------------
Note: With the latest rcbot_as, bots may act confused/lost at times with the crouchjump waypoints
on these maps, and may get trapped between a one-way path & a crouchjump waypoint...
--------------------------------------------------------------------------------------------------------------
sc_psyko - found in slime & sun areas, bots won't be able to complete these areas

sc_persia - on rope near 2nd peg jumps, progression blocked until a player opens the shortcut, bots may get trapped?

desertcircle - just behind target on wall of fortress/castle, bots won't be able to get to the lower area of the castle, bots may get trapped?

sc_doc - near laser cannon, may not be critcal, there is an another path, but may trap a bot if they go for the health?

shattered - upper fan area, to button that opens final door, I don't think bots will make this with a regular jump, progression blocked until a player doe's the upper fan jumps and opens final door

murks - bots won't use shortcut through glass door near end, another crouchjump wpt just before the end, progression is blocked at end

sc_royals2 - 1st cavern jump - critical, currently bots won't do this well with a regular jump wpt, they might make it across 1 out of 20 attempts, but probably won't open the shortcut door? bots may get trapped?

sc_royals3 - in main path, progression is blocked

last3 - in main path, at a door, progression blocked until a player opens the shortcut

last - actually, this one is not critical, bots just won't run over top of the tent...
--------------------------

If it's not on this list, I haven't checked it yet. For most of these, a regular jump should work ok to get bots going, but perhaps not as well. It will change the length of the jump as it is waypointed now, it will be a longer jump. Some of the crouchjump wpts in these rcwa's were put in when I worked on the rcw's for the old sc4.8 rcbots. Like the crouchjumps in murks were there so bots would get the uzi at the glass door, and for "randomness" at the end teleporter, neither were critical timed jumps. So converting to regular jumps on murks shouldn't be a problem. I haven't actually tested all these rcwa's, I just looked at them for the crouchjumps. Some I did test and know what will happen if they are converted to jumps, when using the latest build.

I did test bots on sc_royals2, sc_persia, sc_psyko, shattered, last3, and a regular jump should substitute ok on all listed maps except, perhaps, sc_royals2 & shattered. The timing for the jumps on those maps is just to critical. But if you convert the crouchjump wpts to jump wpts, then the bots won't get trapped between a one-way path and a crouchjump wpt. So for now, on sc_royals2 & shattered, for full function and good jumps, you need to use an older rcbot build (8-14-2020 build), this is the easiest short term solution for all these maps. Or convert the rcwa's for the latest build, but the bots won't be able to complete a specific section on each map (sc_royals2 & shattered), a player will have to do it...

Posted by: madmax2 Nov 23 2020, 10:28 PM

Crouchjump to Jump Hotfix Pack (only needed if running RCbot_AS Aug 19, 2020 builds or newer)

I finally got this finished. I converted all the crouchjumps wpts to jump wpts, for the rcwa's in the previous post. Also included 2 updated rcwa's, suspension & richard_boderman.

suspension.rcwa: fixes most ladder issues, with all builds from this year... The ladder to the next to last RPG is still blocked due to the map change, but I don't think it's a big deal, nor worth fixing. Bots can get the last RPG...

richard_boderman.rcwa: long ladder against wall fix, fixed bots not launching helecopter, fixed bots not going to get richard boderman. Again, with all builds from this year...

For sc_royals2 and shattered, I only converted the 2 crouchjump wpts, so bots won't do well as noted in previous post. I'll have to try and adjust the wpt positions to fix these, but there is not much room to do that at either location. So i'm not sure if it will be possible? So its best to use the Aug 14 2020 build on these 2 maps with the rcwa's that come with that, or from my previous packs...

See the readme for details...

Cheeseh, you may update the git with these whenever you like, but no need to update the git just for this... I may have something for crystal series in a few days or after our Thanksgiving holiday, so probably wait for that at least...


Attached File(s)
Attached File  hotfix_crouchjump_rcwa_pack.zip ( 65.03k ) Number of downloads: 131

Posted by: madmax2 Feb 6 2021, 02:26 AM

I've updated Crystal and Crystal2 waypoints (Release 2). Crystal was just a minor update, mainly the script change I mentioned in the previous post, bots will help get both cubes in the puzzle area before using the wheels.

On Crystal2 I had intended to work on the secrets areas, or add another grapple, but noticed a big problem in the puzzle area that may be due Sven Co-op updates, I recently updated from SC5.22 to SC5.24...

crystal2.rcwa - All waypoint edits are in the puzzle area. The main purpose for this release was because bots were no longer making it to the button side of the 2nd platform, bots did not seem to be able to jump up from the wheel controlled ledge!

I moved some wpts on some of the platform jumps too, you may not notice the difference though? I'm still working on this, mainly the 1st platform jumps.

crystal2.ini - I added an important/navigation wpt for the 3rd platform teleport (opens 3rd shortcut), In case bots miss the jump to the teleport. If that happens bots would take a long time to return to this teleport, and instead run to the 1st combat area. This still happens, but this may help get a bot back to that teleport sooner? If bots make the jump to the teleport, you won't notice the problem at all.

I'm still testing Crystal2, so there could be another update...?

One more thing, the Crystal map running on SC5.24 seems to be broken? I ran the puzzle area 4 times, and every time the cube in the ceiling would not drop to the floor, it's stuck. So the map can't be completed. They recently did changes to pushables, I think this may be the cause? Has anyone else encountered this bug? I don't think it is a RCbot issue.

[Edit] The cube problem on this map has been fixed on SC5.25. So the map can be completed now...

Crystal2 waypoint & script has been updated to Release 3, see post below...


Attached File(s)
Attached File  crystal_rcwa_script2.zip ( 9.46k ) Number of downloads: 104

Posted by: danylopez123 Feb 11 2021, 05:33 AM

I did tried the new crystal pack, is not the rcbot issue, it's the new Sven Co-op update.
That cube may cant drop but i was be able to get it down in 2 ways:

1. I just Nocliped.
2. I used the Shock Tropper weapon and i was shooting at the cube from an angle to push it.

Posted by: madmax2 Feb 11 2021, 10:12 PM

QUOTE(danylopez123 @ Feb 10 2021, 09:33 PM) *

I did tried the new crystal pack, is not the rcbot issue, it's the new Sven Co-op update.
That cube may cant drop but i was be able to get it down in 2 ways:

1. I just Nocliped.
2. I used the Shock Tropper weapon and i was shooting at the cube from an angle to push it.

Thanks for the feedback smile.gif ... Yeah I tried nocliping with m16 & AR nades but could not get the cube to move. I did check on another PC with sc5.23, and the cube does drop on that version...

I should be posting another update for the crystal2 waypoint/script soon. I wasn't satisfied with some of the jumps and some other things in the puzzle area. Have a bit more testing/tweaking to do, script work... Also, had an update for abandoned, but it was put aside for this...

Posted by: madmax2 Feb 28 2021, 08:23 PM

Ok, here is release 3 rcwa & script for Crystal2. I tried to improve some things, mostly in the puzzle area. But I could not keep a bot from wandering or "leaking" into the puzzle area at the beginning of the game. Also, I spent so much time on other fixes/tweaks that I did not get to reworking the secret areas, so bots won't work there. I tested on 2 different PC's, and It seems bots are not as good at some jumps on the lower performance PC, weaker GPU & less memory, higher overhead (win 10), dual core 3ghz CPU (vs win7 quad core 2.6ghz, more RAM, much better GPU)! It is noticeable in the 1st grapple area, bots rarely miss the jumps there on the win7 PC, but on the win10 PC I can see more bots miss the simple jumps, mostly when they first go there.

-----------------------
Summary of Changes
-----------------------
crystal2.rcwa
--------------


Puzzle Area:

1. Improved the jump from the sideways moving rock to the 1st platform by adding a new platform wpt & moving some wpts. I did nothing for the first jump to the sideways rocks, it is more dependent on the time bots arrive there, so they will still miss that jump the same as before. Any early "leaked" bots do have a better chance that they will get to the 1st or 2nd platform, so it is best that they do miss some jumps. It's likely only 1 bot will make it that far at the beginning of the map. If that happens, It should jump off the platform in a couple minutes or less, then go to the combat area.

2. Added the last grapple, the grapple left to the floating rock at the 3rd platform. Spent a lot of time to get this working, it was difficult. Single bots probably land on the rock about 50% of the time. They can ride the rock to the 3rd platform and make it across 95% of the time, to the left side button. It really depends on when the bots arrive at the grapple, as I'm not sure if they see the platform wpts behind the grapple & "swing" wpt. But it is fun watching them swing up high & land on the rock, or miss it biggrin.gif ... I'm pleased with the results. I should mention I added extra incentive in the script for bots to go to this side of the platform, as it is the more difficut side for players too. It doesn't seem to always work, but may help some, and bots do go to both sides. I did add "suicide" wpts at some of the platforms, if multiple bots collect on one side to much. Bots can complete this area unassisted, but it uaually takes time for them to sync up at the platform buttons. Usually they are slow, but once in a while they do it fast.

3. Made more adjustments/tweaks for the platforms/jumps to the 2nd & 3rd teleports, bots should be much better at finishing these areas the first time. 2nd boat jump should work better too.

1st Combat Area:

I did fix the teleport in the 1st combat area so bots don't end up standing behind the teleport for a minute. They should go right through and exit to the garg area much better now (they won't stand in the exit now).

Hub Room/Area:

Added wait_noplayer flags at the teleports to help prevent bots missing the teleports, mainly to the 1st combat area, to reduce bots going to the puzzle area before combat was done. This mainly happens when the teleports first activate at the start of the map. It may help some, but it did not fix it. Also, bots occasionally missed picking up the barnacle gun, so moving the wpt, & the wait_noplayer seems to of fixed that issue.

-------------
crystal2.ini
-------------

3rd platform left side button added #261
3rd platform left side navigation important added #306, extra incentive for bots to take the more difficult grapple
2nd shortcut teleport exit, navigation important #404, extra incentive for bots to use shortcut, but doesn't always work
#260 important removed/replaced by #404
#424 important removed, wasn't needed after script/rcwa changes, bots make the platform jumps to the teleport near perfect now

Release 2 is included in the zip in case you don't like bots grappling to the left at the 3rd platform, but Release 3 is better, overall...


Attached File(s)
Attached File  crystal2_rcwa_script3.zip ( 22.46k ) Number of downloads: 74

Posted by: Cheeseh Mar 16 2021, 07:08 PM

Thanks madmax - i've Included these in the git. Though wait waypoints are not required for platforma waypoints, even if there is a jump required, bots work it out based on the position of the platform.

I've added a new waypoint type "water" for swimming in dynamic water . not sure any maps that might benefit . I only saw this in they hunger

Posted by: madmax2 Mar 19 2021, 08:24 PM

I just downloaded the new build. Some nice additions to try out, autowaypoint, lift waypoint, and search "beam" too.

Thanks... smile.gif

Posted by: Cheeseh Mar 20 2021, 12:36 AM

QUOTE(madmax2 @ Mar 19 2021, 08:24 PM) *

I just downloaded the new build. Some nice additions to try out, autowaypoint, lift waypoint, and search "beam" too.

Thanks... smile.gif


great - BTW Lift waypoint can only be used when a bot is standing on a lift - so that's where the waypoint needs to be

Posted by: madmax2 Mar 20 2021, 05:40 PM

QUOTE(Cheeseh @ Mar 19 2021, 05:36 PM) *

great - BTW Lift waypoint can only be used when a bot is standing on a lift - so that's where the waypoint needs to be

Should a lift wpt be placed at both top & bottom of lift? And I assume bots will now look for the lift button without an important wpt?

I checked swimming on crystal without water wpts, and they still swim fine, just as before. So old waypoints should be ok, w/o water wpts. smile.gif

Posted by: Cheeseh Mar 22 2021, 07:23 PM

QUOTE(madmax2 @ Mar 20 2021, 05:40 PM) *

Should a lift wpt be placed at both top & bottom of lift? And I assume bots will now look for the lift button without an important wpt?

I checked swimming on crystal without water wpts, and they still swim fine, just as before. So old waypoints should be ok, w/o water wpts. smile.gif


yeah , can be used without objective waypoint - the bots will only press if they detect they are standing on a lift though. Maybe this isn't the best at the moment, but better than using objective

Posted by: madmax2 May 4 2021, 05:13 PM

Here is a completed rcwa for yabma, a very old map still included with sc5. I thought this would be a quick waypoint but it turned out to be quite a challenge, especially that fan area. I ran into a number of problem areas for the bots, like sticky ladders & pipes. Bots will loop back to some areas (lots of important wpts), but can play the whole map unassisted. I think I got all the stuck/sticky spots fixed?

I did try out the new auto waypoint feature in a couple places, and it seems to work well smile.gif

I still need to play test this and I'm sure some areas could be tweaked a bit more, but I think it will work fairly well. I would like the fan area to work better, bots can get through it without help, but they don't keep their heads down to well, lol... More details are in the readme...

I think 2 bots should be good for this map...

Enjoy... smile.gif

[Edit] I play tested this today, and I saw a couple problems. A bot or bots stopped moving in a couple places, but did get moving again. One was on top of the elevator and 2 bots were blocking a vent. The vent might be fixable by adding wpts, but bots have been randomly stopping in places for many builds. Bots will stop moving in "bad" places, blocking other bots and players, which can be annoying when it takes a minute or more for it to start moving again. I beat on 1 bot at the vent for a minute before it moved. I did some debugging yesterday so I should post that... Anyways, I may try to improve/tweak the rcwa in the next couple days? I don't believe the stopping/pausing issue is a waypoint issue, I've seen it on many different maps, with & without waypoint scripts...

[Edit] Removed, improved rcwa & scripts in posts below...

Posted by: madmax2 May 10 2021, 12:02 AM

Release 2 - yabma.rcwa

Tweaked/moved/added wpts at several areas throughout the map. Mostly for better navigation or sticking/stuck bots, vents & doors, etc.

* Fixed top of elevator where bots might stick to the cable.

* Before the elevator, where bots drop through the floor to a ladder & pipes, moved wpts to fix bots sticking to the ladder. Haven't seen the problem again...

* Attempted to improve/fix the fan area and the next ladder/vent area. It's better, but bots may still stall/wait at the vent grate...

* Saw bots occasionally stuck on the steam valve, so made a quick adjustment to the important wpt position.

See the readme for a few details... I ran out of time to test, so posting this now. It should be better in most areas of the map. I'll probably look at the fan/ladder/vent area one more time, at a later date. But it may not be the waypoints causing the issues i've been seeing there?

[Edit] Removed, improved rcwa & scripts in posts below...

Posted by: RoboCop May 11 2021, 06:50 PM

Nice work!

Posted by: madmax2 May 20 2021, 05:51 AM

Thanks, try this out... smile.gif

---------------------------------
Release 3 - yabma.rcwa + script - See next post for Release 4 ...
---------------------------------
Again, Tweaked/moved/added wpts at several areas throughout the map. Mostly for better navigation or sticking/stuck bots, vents & doors, etc.

* Most testing done with 3 or 4 bots to force problems at choke points (vents, doors ladders). Waypoints added at these problem areas has corrected/improved these issues. Most of these problems didn't happen much with only 2 bots... I still recommend no more than 3 bots, because of the tight narrow areas. 4 bots will work, but expect some collisions and temporary jams at the choke point areas.

* The Big Fan & vent area has had changes that greatly improves bots navigating that area. I could not improve where bots duck under the fan, but they are much better at using the wall ladder and jumping from the top of the fan (they now jump from the center axis of the fan with almost 100% success). Bots will fall if the fan stops in a couple positions, but they will get through the area once they decide to use the ladder. Bots no longer stall at the next vent grate with head-crabs... They are better moving into the vent and usually don't stop inside it now.

* Added waypoints in the test labs area to help with multiple bots entering & leaving that room.

* Some tweaking in the final area too...

* Script: just helps bots press the fan button better, nothing more... The script is optional...

1 or 2 issues remain, not sure if I can do much fix them, so this may be final? Bots kinda stall at the point where they duck under the fan blade. This is more apparent with 4 bots, bots bunch up there. I don't think it was an issue with 2 bots? It could be due to bot collisions or they hear something. It might be the wait wpt there? It could be they bunch there because they get through the previous vent quicker now? So I might look at this issue again, but to many other improvements to hold up releasing this now...

There are more details in the readme...

Btw, I saw bots get through the spinning Big Fan about 3 times and make the jump laugh.gif. One time it was on there for like 10 seconds, tongue.gif ... It's more likely to happen without using the script, but it happened once with the script...

[Edit] I'll be doing a hotfix for this waypoint. In my play test last night I noticed a bot stopped at the door just past the big fan, and this morning it was 2 bots. I had moved that door wpt shortly before release, thought it was better for this problem, but it may be worst than the original position... So, should be a fixed soon, I hope... I'm also checking if removing the wait just before the fan will fix bots stopping there or not?

See next post for Release 4 ...

Posted by: madmax2 May 23 2021, 07:14 AM

-----------------------------------
Release 4 - yabma.rcwa + script
-----------------------------------


Ok, a bit more done than a hotfix for that door... Note: some of this won't happen with 2 bots... So, this probably will be final, but I'm still testing that fan door...

I did a ton of bot teleporting, with up to 4 bots, to areas where bots could get jammed/stuck. More details in the readme...

Rcwa changes:

* fixed floor vent/ladder for stuck bot problem. yes, it really is fixed this time. I teleported bots right onto the ladder

* a couple door fixes & wpts added, added a wpt for a bot stuck in corner next to the table with the radio/shotgun ammo

* I did some rework of the 1st ladder, and removed the down path on that ladder. reconfigured the wpts so bots don't jump straight to the ladder from the pipe so much. there was an occasional bot jam on this ladder with 3 or more bots.

* did a tweak in the 1st vent, since I saw one bad jam with 4 bots (wait_noplayer givetype added at small fan). Nothing cleared the jam, so its a matter of just trying to prevent it... probably will never happen with 2 bots...

* changed the wait/staynear wpt before the Big Fan, to a wait_noplayer/staynear wpt. bots still stall/stop here, but perhaps not as long as before?

* At the Big Fan door, changed the door config to 2 paths. The primary path is a oneway path through the wall to the wpt inside the door, which causes bots to slide along the wall to trigger the door. By itself, this was working good in testing, but then I saw a couple bots stopped in front of the door. So i added another wpt just before the door with a oneway path going in. Then I saw bots stopping inside the door, that is when I made this new path bidirectional. I'm still testing this, but so far it seems ok...

Script: no change

See next post for a patch/hotfix to this rcwa... Sorry, I keep finding things... ohmy.gif

Posted by: madmax2 May 24 2021, 08:25 AM

-------------------------------------------------------------
Yabma Release 4b - rcwa + script (with vent fan fix)
-------------------------------------------------------------


So I played through yabma a couple times today with 3 bots and it all seemed good, except on one game I got trapped at the bottom of that first vent (on fan), because a bot landed on top of me when I was crouched. There seems to be a map bug there? This is why bots have stacked up in that vent & it happens with the fan on or off. I think with players you could tell the guy on top to jump and you could get going again, but no such luck with bots. This is showing up now because bots can get into that vent much better than the first couple waypoints I released.

I did a few tweaks in the vent that I think will reduce the chances of bots stacking up (trapping the bottom bot). Bots should do a better job waiting inside and outside the vent, and hopefully will not enter the vent at the same time. They should wait just before dropping down to the fan if a bot is at the fan. They can back out of the vent now, I had them forced to drop to the fan. They will also drop to the fan standing erect rather than crouched.

I think it is more likely now, that a player will cause a bot jam here than just the bots jamming by themselves; By blocking the exit from the fan for to long, Or by dropping down on top of bots before they leave the fan. The changes may cause bots to pause just inside & outside the vent entrance, but it looks ok and seems to be spacing the bots out better. You might not even notice a difference with 2 bots...

There is more detail in the readme how to safely get through this vent without getting trapped. Basically, let bots clear the fan before dropping down yourself. Turn the fan off before going in, and if a bot is right behind you, drop down to the fan in the standing position, and face the exit before crouching. You will be able to exit if a bot drops on top of you while standing...

If a bot or a player gets trapped in the crouch position on that fan, there is no way to get free, they must be kicked or suicide.

Hopefully, this is the last patch, the 5th time... blink.gif

[EDIT] I think I'll be doing another patch to this rcwa... At minimum, I'm going to have the bots turn the vent fan off. This is mainly for players that might not turn it off, if they get in there first. So a following bot will turn it off, and it will be easier for the player to get off the fan.


Attached File(s)
Attached File  yabma_rcwa4b_script.zip ( 12.69k ) Number of downloads: 75

Posted by: madmax2 Jun 17 2021, 07:27 AM

-------------------------------------------------------------
Yabma Release 5 - rcwa + script (with vent fan fix2)
-------------------------------------------------------------


Updated smile.gif

This should be the final update for yabma rcwa & script. I'm only testing at 1st vent and some possible changes in the secure access room there. So if those changes don't test out better than this, then this is final. I should know in a few days (I'll post results or update then). I'm done testing on any other part of the map... Many tweaks & fixes added. 4 bots will work, but I recommend 2 or 3 bots for better waypoint function and fun... Here are the main changes & fixes...


RCWA Changes:

* Bots will now turn off the vent fan. This is mainly to prevent a permanant blockage on the small fan, for players that don't turn it off. I have not had any permanent blockage in this vent since the last release. I did just make 2 path changes at the vent entrance because bots were bunching up more after adding the fan button back in; Even though the first bot almost always turns the fan off. The old pathing was causing some temporary blocks that would be annoying. So I'm testing it to be sure there are no permanent blocks at the fan...

* Improved the next security room (with power box and secure access door button). Multiple Bots won't stall in there as long, and should move out quicker with the script. Both the power box & the secure access door is now scripted. In the event a bot manages to get past the big fan without turning it off, I put a bidirectional path at the secure access door so the bot will keep moving and open the secure access door, and loop back though the vent. This is to prevent bots from freezing up if they don't see & break the powerbox (scripted). I'm still testing some changes in this area, but this may be the best I can do...

* beyond this point there are a few door improvements. I found on some of the automatic doors, bots go though them better with a longer path through the door, so they do a button press long before they get to the non-button doors. I moved wpts at a couple doors and where bots drop through the floor.

* Added a couple more waypoint fixes in the elevator shaft, where I saw 2 bots stick at 2 un-used ladders, and they sometimes stop at the top of the long ladder when they first see an enemy at the desk.

* fixed most of the door button spamming at the Black Mesa reception desk, where you get the M16 & ARnades. Bot movement is more fluid there and they usually go right in to the security room, unless colliding with other bots.

* A few more door and vent fixes/tweaks, and at the blowable steam pipes. Slightly improved bot movement in the final area and fixed the RPG pickup there (bots were staying at the RPG for to long, due to a forced oneway path there)...

Default Script (yabma.ini):

Now fully scripted through the vent/fans area, steam valve, and up to Security Overide button. I mainly wanted to stop the bots from looping through the floor/hole area, but it doesn't help much. Bots go back there for weapons & ammo...

yabma_ALT.ini: older alternate script you can try for comparison, it will work with this rcwa even though it generates a script error. This was going to be the script, until I added the access door button to the new script.

Note: I haven't tested without a script, but the rcwa should work ok. Bots may not press the big fan button as well.

One issue I tried to correct/fix but didn't, is bots spam pressing the automatic door at the room with the battery (Dr. Newell's office). The only way to fix it would be to remove the armor wpt on the battery, then they won't get the battery.

See the readme for additional details...

In the default script, you can change how/when the bots open the Secure Access door by moving the hash# mark.

CODE
# 72, 57, 453, null, null, null  #Secure Access door optional
72, 73, 453, null, null, null    #open Secure Access door then break powerbox

WID#72 = powerbox wpt
WID#73 = Access Door Button


Bots don't always see either at times, but the script as is, makes them usually open the access door first. If they don't see the powerbox they might circle through the vent again. Often 1 bot will do that, but usually not 2 bots. I only ran them through there about 10 times last night and it seemed good, I think they did the door first every time. The other option had way more testing and worked ok too. With that option bots may break the powerbox before opening the door, or open the door first. If they break the powerbox first, they might not open the access door right away. But more often, I think they will open the door first, but its a little bit random, like the yabma_ALT.ini is random too. I think it is ok this way, it's not really part of the main path, and the door is opened first, the majority of the time. I'm not sure which option has more circling through the vent?

[Edit 6-18-21] added 2 paths for vent & secure access room ... still testing this area...


Attached File(s)
Attached File  yabma_rcwa5b_script.zip ( 15.57k ) Number of downloads: 81

Posted by: madmax2 Jun 22 2021, 05:18 AM

----------------------------------------
Yabma Release 5c - rcwa + script
----------------------------------------

Should be final Yabma rcwa release... rolleyes.gif

RCWA Changes:

* Improved the Secure Access Room, bots will open secure access door, break the powerbox, and move on much quicker with less stopping (i.e. no piling up in this room), and less circling back through the vent. Moved the important flag for the powerbox from the door wpt to a wpt on the power box, and changed the script for this.

* Also fixed the next door just past lasers (less bunching at the door, bots go right through it most of the time, now).

Script (yabma.ini):

Changed for the powerbox wpt. The default is set for bots to open the Secure Access Door first then break the powerbox, on occasion it will happen the other way, but they should do both goals before moving on. The other option in the script # 409, makes the door & powerbox equal priority, so it can be a little random, though bots seem to be doing both much better now.

CODE
# Powerbox - Secure Access door optional - WID409 is on the powerbox
# 409, 57, 453, null, null, null
# Powerbox - open Secure Access door then break powerbox - default
409, 73, 453, null, null, null


yabma_keycard.ini: optional script - see the readme


Attached File(s)
Attached File  yabma_rcwa5c_script.zip ( 16.62k ) Number of downloads: 73