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> Help! Bots don't move~
sj821
post Mar 19 2005, 10:07 PM
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Arrr, I'm stuck.

How can I tell marine bots where hives are and aliens where the CC is?

They seem to only stay inside base. But if I make a squad and lead them, they can perfectly follow me.
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Sandman[SA]
post Mar 20 2005, 01:02 AM
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Get waypoints that match the mods, version of mods and maps you want to play. Bots don't go anywhere with out-dated or no waypoints.

Rcbot v1.38 full has waypoints for ns3 beta5. Is that what you are playing?
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sj821
post Mar 20 2005, 01:34 AM
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I'm using RCBot 1.4 beta on NS3 final.
I made the waypoints by using "autowaypoint" on co_core; but the bots only stay inside base not going to anywhere unless I force them to follow me by using the squad function.
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Sandman[SA]
post Mar 20 2005, 09:06 AM
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autowaypoint??? Thought that was gone from rcbot versions from pre of 0.3?

Anyway, you can always try signing up at Waypoint World and find any waypoints you need there in the files section.
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Cheeseh
post Mar 20 2005, 11:33 AM
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he means the autowaypoint command that humans can use to make waypoints while walking (rcbot autowaypoint)
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Sandman[SA]
post Mar 20 2005, 09:15 PM
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Oh, that autowaypointing. I remember that from my old hpb_bot days. It was ok for beginer level waypointers but worked well enough for completely flat maps. But for NS style of play with all those ramps and ladders and such, it's kinda hopeless.

sj821, let me ask you this. Did you remember to "save" your waypoints and change the map BEFORE you added bots? Because as far as I can tell, only whichbot has the ability to detect waypoint changes instantly.
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Cheeseh
post Mar 20 2005, 11:15 PM
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the bots do find waypoint changes instantly as they use A*
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LordSkitch
post Mar 21 2005, 01:51 AM
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Yeah, they're overly anxious to go after the new paths too. Oft times when I'm testing a new technique, I kill the paths going away from the one I'm working on, and get a bot stuck with me, then connect the new-technique-path to the main path loop to force them to try it...

Don't even have to save it, and for some reason they tend to flock to the new pathway.. I think my bots get bored of the norm after a while laugh.gif
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Sandman[SA]
post Mar 21 2005, 02:31 AM
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I'm just trying to point out that if a map loads without waypoints, there should be nothing for the bots to navigate with and in turn, would do nothing. But if you edit an exsisting waypoint, bots should keep pace. Am I correct in this assumption?

I know with whichbots, if you were to drop 2 waypoints, connect a path between them and save it, you can then add bots without restarting the map. I was not aware you could do that same thing with rcbot, or can you?
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Cheeseh
post Mar 21 2005, 02:56 AM
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you can have bots running at the same time whilst editing waypoints and they can go through the new waypoints when they want to find a new path
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LordSkitch
post Mar 21 2005, 07:02 AM
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I edit my waypoints while the games are going, cause that's when you find the problem spots in the paths. Doing it on a test server won't result in as good waypoints, because the bots aren't being jacked with by the humans, and it's two completely different stimuli for them...
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MarD
post Mar 21 2005, 07:21 PM
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Heyyo,

Heh, yes, it's great that RCbot finds new waypoints as you plop them down. And yes, they tend to wanna go on newer routes opened up, even if you don't always plop down an objective waypoint. smile.gif

This's good fun on Project Guilty (yep, I'm waypointing it... started yesterday whilst watching the man show... needless to say I had to remake parts as I was staring at the tv for the Q&A with the chick's question.. and their vid for er.. "ego growth" lol. tongue.gif

Yes, save your waypoints, I tend to save like crazy. Maybe after I complete 10 waypoints or sometimes even 1 or a pathwaypoint fix I save.

Man, I wish you could edit waypoints whilst PODbot was roaming the maps... would make it less annoying..
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