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> ctf_warforts waypoints, Request
madmax2
post Aug 10 2022, 06:49 AM
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QUOTE(Cheeseh @ Aug 9 2022, 02:54 PM) *

Hi Madmax - how can bots repair turrets ? Possibly something I could add . Just hit it with a wrench?

Hey Cheeseh,

Yep, hitting with a wrench will repair them, but for this map I never put waypoints close to the fort turrets (2 at each fort), they are ceiling mini turrets. I think there are 3 more turrets in this map, 2 ceiling mini turrets and 1 floor pop-up mini turret (these 3 turrets change teams, depending on which team controls the side bunker). I think in most maps ceiling turrets will be out of reach for the bots, and are usually enemy turrets. There may be a few maps that use friendly ceiling turrets, just not sure which ones?? Abandoned has friendly floor turrets (the large ones) that can be repaired with a wrench.

I think friendly sentry (tripod) turrets may be more common, and I can think of a few maps that use friendly turrets of this type (Quarter, Turret Fortress, Last4, Scigaurd2).

I noticed you used an old yabma rcwa & ini, try this one instead:
http://rcbot.bots-united.com/forums/index....ost&p=15304

Use the yabma_keycard.ini instead of the default ini, the keycard ini works better... smile.gif

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Cheeseh
post Aug 12 2022, 06:54 AM
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Thanks. Will look into bots repairing "sentries"

Thanks for yabma, I don't know what happened, I lost it, so I just took it from my old laptop. I'll get your latest.

By the way there is an addition to the bot script to check for bots own health and armor , wonder if that would be useful in maps where you need armour before getting into a waypoint such as electrified water route. Anyway getting off topic, petals open a new thread on that.
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GR44 (H.E.C.U)
post Oct 6 2023, 06:34 PM
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Any updates, any added functions to the bots that could make them more useful on the map? I haven't tried Tom's edition of the bots I guess have to give it a try

PS: by functions I mean are they able to recognize enemy, are they able to carry the flag to the base to make score

PS2: https://github.com/rcbotCheeseh/RCBotSven5 that the Cheeseh RCBot for sven coop right, it says on Aug 22, is that means he updates the bots periodically?
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GR44 (H.E.C.U)
post Jun 19 2025, 08:32 PM
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QUOTE(madmax2 @ Dec 8 2021, 10:23 PM) *

I went ahead and expanded the rcwa to the perimeter areas, limiting bots with oneway paths and avoiding a couple things. I'm still trying a few things, like improving the starting spawn room. This was a fun diversion from working on TH_EP2 waypoints...

Some new stuff with this rcwa/script:

* Bots now use the jump pads
* Research bots can use barnacle gun to grapple at locations next to each fort.
* Script works for both teams now (but still limited to dropped flags)
* More paths, bots cross at a few water points, and can get out of water. Might need a few more water wpts?

---------------------------------------
Some things to consider to play this:

** Currently with Cheeseh's build (11-11-21), bots don't recognize enemy teams or NPC's. Use Tom's build here, for bots to attack enemies:
https://github.com/TomDobbelaere/RCBotSven5

Until some team flag support is added, at least 1 player per team will be the most fun/challenge... Bots taking the flag from the flag post don't know they have the flag or sprite entity at that point. The script won't kick in until the flag is dropped, the sprite entity moves to that location and the script detects the move. So at that point bots could choose to go to their base, whether they are the bot with the flag or another bot from either team. So the bot with the flag may still wander to other goals first. So the thing to do is stay with the flag carrier, protect him or wait until he is killed, then grab the flag yourself.

Bots don't know the location of a dropped flag, so it is just luck when they pick it up...

I'm testing whether adding multiple non-entity important waypoints to the script could get the flag carrier moving towards it's base faster? At the same time, any other bot could do the same thing, friendly or enemy?

[Edit] I should add, don't expect bots to capture flags fast, or very often with this. I have seen them do it, with 1 to 3 bots per team, but it takes a while, and destroyed turrets may help. Bots usually die and drop the flag in or near the enemy base, and the flag returns to the flag post automatically in less than 30 seconds. I've also seen them get the flag all the way to their base just to turn around and go back to the enemy base, lol...! This usually only happens when the flag was never dropped, so the script did not kick in. They have also captured the flag this way, without ever having dropped the flag.

(Also, Bots/players don't actually carry a flag, they glow. I could not detect the glow with rcbot search, either.)

---------------------------------------
Hey Cheeseh,

This map could benefit with a team waypoint, as there are killing force fields that allow only friendly's to pass through. Also, could block bots from going to their own flag post first. I still need to check if there are any more maps of this type, that would make the effort worth it?

[Edit] Did some searching, and I can find only one other pure CTF map called ctf_city, a Team Fortress style map. Reverse Turret Fortress involves a flag, but it sounds more like attack/defend? Not sure? It does not seem worth adding CTF support for 2 maps, & one which has no waypoints? There are other good maps that still need waypoints... I'd rather waypoint those ... I may release another version of the rcwa/script in a few days, if it works better than this? I have 2 maps of They Hunger EP2 fully waypointed, but a lot more to do on that...


I tried Tom's bots, the ctf_warforts is the only map that I know that have enemy team so it's like his build was made for that but noone is posting updates
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