CP_ and KOTH_ custom maps, they don't capture waypoints, CP_ and KOTH_ custom maps, they don't capture waypoints, they just |
CP_ and KOTH_ custom maps, they don't capture waypoints, CP_ and KOTH_ custom maps, they don't capture waypoints, they just |
343N |
Sep 5 2009, 05:51 AM
Post
#1
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Member Group: Members Posts: 34 Joined: 15-August 09 Member No.: 1,658 |
CP_, KOTH_, Arena_ custom maps, they don't capture the control point, they just go past it. I used waypoint type : capture. But that didn't work.
I see other custom maps WORKING. HOWEVER, The ones I waypoint don't work. Does each map need a script, if so, is there any tutorial on scripting? |
343N |
Sep 5 2009, 10:39 AM
Post
#2
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Member Group: Members Posts: 34 Joined: 15-August 09 Member No.: 1,658 |
Is this a good code? For koth_twisted...
CODE # # RCBot2 Script TWISTED KOTH # # :setup_time:0 :on_reset: blue_attack:1 blue_defend:1 red_attack:1 red_defend:1 areas:0 |
Fillmore |
Sep 5 2009, 12:18 PM
Post
#3
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
Is this a good code? For koth_twisted... CODE # # RCBot2 Script TWISTED KOTH # # :setup_time:0 :on_reset: blue_attack:1 blue_defend:1 red_attack:1 red_defend:1 areas:0 it does tell the bots to cap the point but it also makes them defend when they should cap the point. and you dont need to have setup_time if the map doesnt have setup. Also adding the blue_cap and red_cap tags will make the bots play slightly better. CODE # # RCBot2 Script TWISTED KOTH # # :setup_time:0 :on_reset: blue_attack:1 blue_defend:0 red_attack:1 red_defend:0 areas:0 :on_blue_cap:cpnamehere blue_attack:0 blue_defend:1 red_attack:1 red_defend:0 areas:0 :on_red_cap:cpnamehere blue_attack:1 blue_defend:0 red_attack:0 red_defend:1 areas:0 I also waypointed this map,but removed it when I noticed that for some reason,bots can see through the walls. It caused soldiers and demomen to kill themselves alot,and snipers never got out of their spawn because they were "sniping" the other sniper on the other side. to get the cpname,type rcbot debug gameevent 1 to console and stand on a point you can capture. then find the part on the console that says cpname = the hill,for example. |
343N |
Sep 5 2009, 11:33 PM
Post
#4
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Member Group: Members Posts: 34 Joined: 15-August 09 Member No.: 1,658 |
it does tell the bots to cap the point but it also makes them defend when they should cap the point. and you dont need to have setup_time if the map doesnt have setup. Also adding the blue_cap and red_cap tags will make the bots play slightly better. CODE # # RCBot2 Script TWISTED KOTH # # :setup_time:0 :on_reset: blue_attack:1 blue_defend:0 red_attack:1 red_defend:0 areas:0 :on_blue_cap:cpnamehere blue_attack:0 blue_defend:1 red_attack:1 red_defend:0 areas:0 :on_red_cap:cpnamehere blue_attack:1 blue_defend:0 red_attack:0 red_defend:1 areas:0 I also waypointed this map,but removed it when I noticed that for some reason,bots can see through the walls. It caused soldiers and demomen to kill themselves alot,and snipers never got out of their spawn because they were "sniping" the other sniper on the other side. to get the cpname,type rcbot debug gameevent 1 to console and stand on a point you can capture. then find the part on the console that says cpname = the hill,for example. Thanks! Yeah, they shoot through walls because the map is made out of displacements. If your a mapper you'll know what I mean |
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