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> HL Singleplayer maps entirely done?
MarD
post Sep 30 2004, 08:38 PM
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Heyyo,

Yo, Cheesh, I've just started to get into Sven coop with your bot, lol, n' I love it man! laugh.gif

But, I have 1 question: I've seen a lot of maps without, or with almost no waypoints, n' I was wondering if there was a massive waypoint pack for Sven Coop with RCbot for all the singleplayer campaign maps... if not, I've done a couple maps, n' I'm willing to contribute to a pack, or start one if there isin't one in the making. I'm using Sven Coop, the latest version on steam. (so v3.0 I think...).
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Sandman[SA]
post Oct 1 2004, 12:49 AM
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Well, there doesn't seem to be as much as a hugh demand for SC waypoints as there are for NS but that's not to say they are not wanted or needed. If you have taken the time to waypoint any SC maps that rcbot does not come with already and are willing to share then please feel free to submit them.

You can do so either by uploading them to your site ( if you have one ) and then post a link to it here or, you can email Cheese or myself with your waypoints in a winzip format and we will get them up here for you.
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MarD
post Oct 1 2004, 04:20 AM
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Heyyo,

Ok, will do. I've got 1 question, lol, i'mma sound like a n00b, but what exactly does the "check for lift" flag do? I'm trying to waypoint c1a4, and to call the elevator up, you need to pull the lever at the top, so I added a waypoint for that.. they seem to ignore it if the lever's down, they only use it if the lever's up... They also jump down to where the elevator should be, and then wait for the elevator for a bit, and then get impatient and just fall in the elevator shaft. Lol, so I made an objective waypoint that the bots can only get to after the elevator button, but they still won't even bother with it if the lever's down...
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Cheeseh
post Oct 1 2004, 05:41 PM
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Check my other post in the latest dll thread,

The Check For Lift waypoint is for the top of a lift area (or bottom where the lift doesn't usually stay). Imagine a bot going to an open elevator door going down, it first needs to press the elevator switch and wait for it. If it's doesn't it might fall down to a falling death! Put the check for lift Wpt at the points where the elevator will be at the top, don't have any waypoints with paths to other waypoints at the lift area that aren't "check for lift" wpt's in this situation.
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MarD
post Oct 25 2004, 07:15 PM
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Heyyo,

Ok guys, time for a small update:

I'm nearly done, I'm just doing some test runs through the whole campaign mode with bots to see if they can beat all levels on their own, and I'm proud to announce they can beat aboot %70-80 of levels without human help!

Some of the ones they can't beat I'll post once I get home, but right now I'll just put some descriptions of them:

- Many maps where you need to escort scientists to a pad to open up a future part of a map.. sometimes they use em' or sometimes they just use the wrong one, or steal another bots scientist, or uses the scientist to make it stop following a bot. I know Cheesh implemented a very basic version of this in his bot, hopefully he can improve it a bit. (an example of a map like this is the one right after the whole incident starts after you push the unknown alien thing into the generator thing... There's 2 scientist up above after you take the elevator, the bots try n' use a scientist, but they always try to use the one on the floor, not the one standing.)

- It's a map with a held down usable part, and it opens the doors to where you get ambushed by some enemy marines and they knock you out.

- Another map they're currently having probs with is where you have to do many jumps to hit 2 buttons on sides of a generator that opens up the center core which has a teleporter to it. They're currently having much problems getting to the 2nd button, hopefully I can figure out a smart way to solve this problem....

After that? I havn't noticed too much of maps bots can't beat. wink.gif
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Cheeseh
post Oct 25 2004, 09:34 PM
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remember I added auto-waypointing, for the simple un-waypointed maps it works well.

I guess that I can find out how to do the multiple button pressing thing but it means getting two bots to do it, or a bot and a human, where I would rather have the human or bots saying "let's press these buttons!" instead of just two bots heading straight for the buttons like total robots with no imagination biggrin.gif

I guess one way is to get one bot to go to one of the buttons and wait till another gets to the other button before pressing it.
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MarD
post Oct 25 2004, 11:00 PM
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Heyyo,

Well, you don't have to press both at the same time, you just need to push both buttons (pushing only 1 only half opens that door) cause I don't remember any buttons that you need to press at the same time (that I've seen at least.. maybe in the other coop maps there are some...)
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MarD
post Nov 16 2004, 01:18 AM
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Heyyo,

*BUMP* laugh.gif

OK folks! it's one, and released! it's in the BU filebase, here's a link:

http://filebase.bots-united.com/index.php?action=file&id=224

enjoy the result of brain cell loss from staring too close at my monitor to make sure I set it all up right... ouch. tongue.gif

WARNING: for some reason one map, c2a5f freezes once the bots try to go outside... hopefully this will be fixed inna future release of RCbot...
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hterag
post Sep 6 2005, 10:19 PM
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Wow MarD, you are amazing biggrin.gif

Thanks a lot, the time you must have spent is very much appreciated!
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MarD
post Sep 9 2005, 12:35 AM
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Heyyo,

Heh, you're welcome man. I put in some hard work yeah, so I sincerely hope you enjoy. smile.gif

Some maps weren't very bot-friendly, but the majority the bot's can beat on their own. wink.gif
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