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> Some maps update
Ilhom
post May 31 2015, 01:51 PM
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Waypoint bugs

cp_steel

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capture waypoints are too small. Might be minor, but at least at A attackers escape from sentry's fire by hiding behind the wall and at the same time capturing the point.

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Defenders go in the same spot and become an easy target for a demoman with Loch-n-Load, a soldier with Direct Hit, a pyro with anything. That happens because there there is a waypoint marked as defend.

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Also, why is the waypoint marked as openslater placed not right in the door but beside?

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BLU demomen are trying to place stickybombs and destroy sentrys but kill theirselves in result. Not sure if it has to do something with waypoints.

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These two waypoints are marked only as defend but not as sniper so it's weird to see pyros defending the point through the window.

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There are waypoints marked as doublejump but E can be accessed using rocketjump or stickybomb jump too.

As there are limits for the quantity of images per post, the other images will be posted as links.

http://i.imgur.com/sVZxxPI.jpg

Neither doublejump nor rocketjump.

http://i.imgur.com/kpdjSCZ.jpg

And as the platform can be accesed using Double Jump or Rocket Jump, this ammo box can be used both by BLU and RED, so the noredteam type should be removed.

http://i.imgur.com/qKVs0tm.jpg

These ammo box and health kit can be accessed by both commands, so the areaonly type can be removed from that waypoint.

http://i.imgur.com/0cKXW3K.png

http://i.imgur.com/JZlpHrc.jpg

No rocketjump waypoints.

http://i.imgur.com/Lc1fJ2Q.jpg

The upper corridor can be accessed using Rocket Jump.

http://i.imgur.com/ruRpJCe.jpg

This corridor can be used as an BLU engineer spot.

http://i.imgur.com/EQYnYWo.jpg

Teleport exit can be placed here.

http://i.imgur.com/iQu6mQX.jpg

There are two sentry points there. One has noblueteam and the other doesn't. Not sure if it is a bug and it is supposed to be so.

Unwaypointed maps

This is the list of standard maps (that are included with the game) that aren't waypointed.

Arena
  • nucleus
  • offblast_final (a waypoint by dgesd exists)
  • sawmill

Capture the Flag
  • foundry
  • gorge
  • thundermountain

Payload
  • cactuscanyon (waypoints by Fillmore, KnuckleDuckt and ManofHats exist)

The list of bugs in waypoint will be updated later.

Thanks for the attention.
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Ilhom
post May 31 2015, 04:57 PM
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Waypoint bugs

ctf_turbine

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Not waypointed areas. Can be used as sentry spots.

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Unnecessary connections.

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The engineer is trying to build a dispenser. I think he's trying to build it in the waypoint's size, but can't place it because the waypoint is too small. Perhaps increasing the size will fix the problem?

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Bots go to the point marked as a defend point, but as it is small, they try to get in the size of the point. Perhaps increasing the size will fix the problem too?

And a question. I have seen a couple of times waypoints in waypoints on Turbine. One example.

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Is it good practice to do so?

Forgot to mention that there are no connection with the waypoints on turbines, so bots don't use them.
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dgesd
post Jun 1 2015, 08:26 AM
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Hello llhom.
Waypoint ctf_turbine really terrible.I'll try to remake them.
As for cp_steel I'll try to improve them.
Thanks for the feedback. I hope that you will still find bugs and tell us about it. That help us to improve RCBot.
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Ilhom
post Jun 1 2015, 12:32 PM
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Hello dgesd,
Thanks for the quick reply.
So, your reply means that it's bad style to make waypoints in waypoints, doesn't it?

Waypoint bugs

arena_watchtower

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Many unnecessary connections.

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Two waypoints marked as flag and capture. There are no briefcases on arenas, so the flag waypoint may be deleted and the capture waypoint that should also get increased size.

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Unwaypointed areas.

http://i.imgur.com/qJpWp6i.jpg
http://i.imgur.com/zTRA3Rd.jpg

Waypoints located in air.

http://i.imgur.com/WAc8xFt.jpg

Waypoint located in... post?

http://i.imgur.com/G7yRJMs.jpg

The roof isn't waypointed, though it can be reached by Soldiers and Demomen using Rocket Jump or Stickybomb Jump.

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dgesd
post Jun 2 2015, 07:11 PM
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QUOTE(Ilhom @ Jun 1 2015, 12:32 PM) *

So, your reply means that it's bad style to make waypoints in waypoints, doesn't it?

No. I didn't say anything about it.
Thanks again for the feedback.

I upload a remake version of the waypoint for ctf_turbine.
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madmax2
post Jun 4 2015, 05:39 PM
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@ Ilhom

QUOTE
So, your reply means that it's bad style to make waypoints in waypoints, doesn't it?

The large radius on both wpts makes it so bots don't have to pass through the center of the wpt. Perhaps the waypointer wanted bots to approach the item there at an unpredictable, random path? Or full freedom of movement in that area? As long as bots don't get caught on the wall corners, it's probably ok...

I don't overlap wpt radii to often, but I like to alternate large radius then 0 radius, etc. Sometimes the 0 radius wpt will be inside the large radius of another wpt. By alternating the radius that way, it causes bots to run wide then pull in tight then wide again, which looks cool when they are sprinting, they almost have a side step, random motion, when it works.

QUOTE
The engineer is trying to build a dispenser. I think he's trying to build it in the waypoint's size, but can't place it because the waypoint is too small. Perhaps increasing the size will fix the problem?

Might work? 0 radius might work too? I suspect the wpt is to close to the wall, would be my guess...

[edited]

QUOTE
Also, why is the waypoint marked as openslater placed not right in the door but beside?

Bots check for the path between 2 openslater waypoints (rcbot2).
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Ilhom
post Aug 26 2015, 11:38 AM
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QUOTE(madmax2 @ Jun 4 2015, 05:39 PM) *

@ Ilhom
The large radius on both wpts makes it so bots don't have to pass through the center of the wpt. Perhaps the waypointer wanted bots to approach the item there at an unpredictable, random path? Or full freedom of movement in that area? As long as bots don't get caught on the wall corners, it's probably ok...

I don't overlap wpt radii to often, but I like to alternate large radius then 0 radius, etc. Sometimes the 0 radius wpt will be inside the large radius of another wpt. By alternating the radius that way, it causes bots to run wide then pull in tight then wide again, which looks cool when they are sprinting, they almost have a side step, random motion, when it works.
Might work? 0 radius might work too? I suspect the wpt is to close to the wall, would be my guess...

[edited]
Bots check for the path between 2 openslater waypoints (rcbot2).

Many thanks for the detailed answer!
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