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> ns_rampage, Uber Classic Map
Gruuunt
post Jul 17 2004, 07:18 AM
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RcBot Marine Only Waypoint:

Download Map From:
http://personal.inet.fi/hima/quazilin1/ns_rampage.zip

ph34r.gif


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Attached File  ns_rampage.rcw ( 6.01k ) Number of downloads: 23
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Gruuunt
post Jul 17 2004, 07:20 AM
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The ever present Whichbot waypoint to go with the map:

ph34r.gif


Attached File(s)
Attached File  ns_rampage.wpt ( 19.09k ) Number of downloads: 18
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Sandman[SA]
post Jul 20 2004, 12:30 AM
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And here is my waypoint version of ns_rampage for rcbot.


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Attached File  ns_rampage.rcw ( 6.89k ) Number of downloads: 17
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Sandman[SA]
post Jul 20 2004, 12:33 AM
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And for you whichbot users, here is my waypoint version of ns_rampage for whichbot.


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Attached File  ns_rampage.wpt ( 8.94k ) Number of downloads: 13
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|2usty
post Jul 20 2004, 07:01 AM
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Hey hey, Sandman do you think you could make up some waypoints for ns_hydrosity please. I'm too lazy these days so if you could have a crack at it that'd be good.

Cheers biggrin.gif


Map is here: http://members.lycos.co.uk/eliteguard/list.htm
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Sandman[SA]
post Jul 20 2004, 10:33 PM
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Have to wait till cheeseh fixed the ladder and wallstick problem because one hive is impossable to leave if you can't climb the walls.
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LordSkitch
post Jul 20 2004, 11:11 PM
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I've had pretty freakin' good success with the new wallstick code, in fact, a bunch of people have got pissed cause skulks jump on their heads, out of holes in the ceiling they didnt know about. biggrin.gif
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Cheeseh
post Jul 21 2004, 11:54 AM
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the ladder and wall stick are about as good you can get for the time being... Just read my post on how to waypoint them properly.
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LordSkitch
post Jul 21 2004, 03:08 PM
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The only problem I've seen with ladders, gorges love to get stuck at the bottom.... and on occasion, skulks get stuck to the sides of them, cause theres a little lip or something.
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Cheeseh
post Jul 21 2004, 03:11 PM
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i need to improve waypoint touching on ladders.. see sometimes they get stuck because they think they havn't even touched the bottom ladder waypoint... and start circling the top waypoint because they think they haven't touched that either unsure.gif
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LordSkitch
post Jul 21 2004, 03:57 PM
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On occasion, I've had to waypoint the top of ladders something like this...

user posted image
user posted image

Cause sometimes they'll get stuck at the top and do the whirling thing, that seemed to fix 'em though.
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Gruuunt
post Jul 21 2004, 04:12 PM
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That's neat I will try that!

Skitchy has earned his new title of:

Egotistical Botfondler Waypointing Artist LOL laugh.gif

Don't you non-Brit's ever sleep?? wink.gif
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LordSkitch
post Jul 21 2004, 07:24 PM
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Sleep? I did once in 6th grade.. but I was just experimenting wink.gif

haha, waypointing artist happy.gif
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Sandman[SA]
post Jul 22 2004, 01:46 AM
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Interesting? I have never tried a jump waypoint seperately like that before. I will give that a try and see how it works out.
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|2usty
post Jul 22 2004, 09:41 AM
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QUOTE (LordSkitch @ Jul 20 2004, 11:11 PM)
I've had pretty freakin' good success with the new wallstick code, in fact, a bunch of people have got pissed cause skulks jump on their heads, out of holes in the ceiling they didnt know about.  biggrin.gif

Are these rcbot or whichbot waypoints you're talking about 'cos i've noticed the whichbot skulks seem to, follow wallstick waypoints OR climb walls in order to chew the crotch out of a marine. Where as the rcbot skulks still have dramas trying to climb walls. Seems a shame that there arent specific waypoints designed for each different class of alien so you dont see 0nos tryin to climb in to vents etc... blink.gif
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Cheeseh
post Jul 22 2004, 11:13 AM
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err well yeh we're talking about rcbot here... after all i did make changes to wall stick stuff and they work find for me rolleyes.gif
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Gruuunt
post Jul 22 2004, 11:34 AM
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(In posh Uk Accent for Skitchys Sake) Damn fine idea old chap, top ho and all that.

Seriously, that's not a bad idea at all |2usty! Maybe a start/finish waypoint for a path with Wall stick and Skulk only flags attached automatically to waypoints between. The only observation I forsee for that (Except more work for Cheeseh) is that you would have to be very careful making sure you use rcbot pathwaypoint create/remove to 'isolate' & stop unwanted nearby waypoints becoming 'infected' with the wallstick/skulk only ones. eg:

What you want...
user posted image

NOT...
user posted image

ph34r.gif
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Cheeseh
post Jul 22 2004, 12:14 PM
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QUOTE
use rcbot pathwaypoint create/remove to 'isolate'


simply use the waypoint menu on the waypoint and choose "edit paths- > remove paths TO"

ps: I'd rather have only one wall stick waypoint at the destination, the bottom waypoint should not be a wall-stick waypoint
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LordSkitch
post Jul 22 2004, 04:10 PM
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I think instead of creating new waypoint things.. it'd be easier to do something like..


CODE
if (bot->class == skulk || bot->class == lerk)
   {go ahead and try and climb/fly up the wall}
else
   {screw this waypoint and back where you came}

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Cheeseh
post Jul 22 2004, 04:42 PM
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huh ohmy.gif I thought I already coded stuff like that ages ago tongue.gif (when they work out paths)
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