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> Project Guilty, Aliens are Coming...
MarD
post Mar 24 2005, 07:18 PM
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Group: Waypointers
Posts: 139
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From: Canada EH?
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Heyyo,

[New]
http://filebase.bots-united.com/ind...ion=file&id=289

QUOTE
From ThE_MarD's Readme For Project Guilty WaypointPack R1.0

Heyyo,

I made these waypoints for the fun of it all. Now remember, these levels weren't designed for bot usage in mind.

Ok, this has gotta be the longest one I've done yet besides the actual HL1 campaign. It's a darn hard campaign this Project Guilty, so bots will definately help you out a lot at many parts.

The bots seem to be able to beat most levels without problems, but it seems ProjectG1, ProjectG7, and ProjectG8 give RCbot the most problems. ProjectG8 the most of the 3 as you probably need to be the majority on your own since bots have problems crossing the bridge with those sliding rectagles that push you off the bridge, and the long rope over the lava pit, and the climbing of the little stubs that move in and out of the wall (bots will instead try to stack up ontop of eachother and leap over like that, I've seen it work with 3 bots trying this at the same time) tend to give bots problems.

Just extract it into your "$moddir\rcbot\waypoints\svencoop" folder and pwn.


Later-a-much, and LONG LIVE THE D!
? ThE_Mar?

Well, started to waypoint up Project Guilty... hmm, not bot friendly at all.. constant enemy respawning, bots having problems aiming.. it's death man, death... Anywho, I'm trying anywho to waypoint it. Finished the 1st level, but I pretty much had to do everything since the bot's kept dying n' not wandering in groups.. sad.gif

One prob I had right off the bat was getting the bots up on the metal crates to get into the ventillation shaft. They seemed more interested in breaking the vent than trying to climb up the crate first.. which led to the bots attacking the vent and falling off.

Another prob I ran into was the bots trying to attack the enemy marine that was outside the prision cell, so the bots tended to try n' attack an enemy with a melee weapon (lol, a 2x2 with a nail innit) with no chance of the bot even getting close to the enemy. Well, guess there's not much that can be done aboot this problem. Eventually I just broke the vent cover myself and then the bots wandered in there n' broke the power box there. Err.. small request Cheesh? for when bots are trying to break breakables with melee, can you make it so they don't do the same attack pattern as attacking enemy's where they move forwards n' backwards fast? it sometimes takes bots 30 seconds to break 1 box cause of this pattern...

Bots tend to detect buttons to activate doors nearly flawlessly btw, so great job on that Cheesh. biggrin.gif

T'nite I'm gonna go into the profiles n' put their difficulty settings up to 100 (is that the max? I'll rtfm once I get home first.) so they don't get killed without killing so much. wink.gif

I'll also try n' figure out how to make bots more task-orientated. Cause right now I do plop down objective waypoints but bots still tend to just wander around at random sometimes..

This post has been edited by MarD: Apr 9 2005, 05:21 AM
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MarD
post Apr 9 2005, 05:20 AM
Post #2


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Group: Waypointers
Posts: 139
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Heyyo,

Ok, waypoints done..

Bots seem to be able to beat most of it.. main problems should be listed in the readme.

Gonna edit 1st post.

btw folks, for the description "Aliens are Coming.." that's from a song.

Terravision - Diddn't Bleed Red

It's aboot aliens invading earth, and how they don't bleed red. tongue.gif

This post has been edited by MarD: Apr 9 2005, 05:22 AM
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