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> [Release] RCbot Svencoop Resident Evil Waypointpac, ThE_MarD strikes again! :)
MarD
post Feb 25 2005, 10:28 AM
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Group: Waypointers
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Heyyo,

I ran through them a few times, and I don't see how I can improve these much more... soo... enjoy! smile.gif

http://filebase.bots-united.com/index.php?action=file&id=279

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

For RE1, bots cannot navigate the slippery roof and tends to fall off. You must get the key there for them. They tend to know how to do all the other objectives... though they seem to not care for completing objectives all the time. Also, inside the mansion, break the broom for the bots, they sometimes can't break it cause of that weird melee weapon attacking style they have. tongue.gif

For RECO, they really don't like this level. You'll need to do the majority of the objectives. They tend to kill off most of the smaller monsters for you, and can sometimes help with harder badguys like archville. wink.gif

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


I still havn't quite nailed how to build great elevator waypoints... so if you know how? go ahead n' fix em' up, and pls tell me cause I wanna learn how too! smile.gif

I posted almost the same thing at BU, just minus this part cause I wanted to add a little extra to the forums of the bot that brings me soo much coop joy. biggrin.gif

Nothing confirmed... but I've checked out that "Case Closed" svencoop conversion... and it does look very nice, and the first level seems very bot-friendly... so maybe if I dig up more free time I'll do this whole pack too. wink.gif
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Sandman[SA]
post Feb 26 2005, 09:00 AM
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Currently, rcbots can not use elevators with buttons/switches to go up, only down. Unless the lift is actived by touching it, then they can ride a lift up.
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MarD
post Mar 1 2005, 06:45 PM
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Heyyo,

Heh, this would explain my difficulty with waypointing elevators. tongue.gif

What I'm currently trying with case closed is put a button waypoint, then a wait for "lift waypoint" near the tip of the elevator (it seems it detects the stem of it and thinks the elevator's in place otherwise..), and then that waypoint then links to another elevator button that should get them to ride the elevator up.. so far they seem to ignore that button on the elevator..

I dunno, my "gimmicks" aren't quite working.. I need to download some of your waypoints and see how you pull it off..
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Sandman[SA]
post Mar 2 2005, 06:31 AM
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Try this...

Top of lift.
Place a "lift button" waypoint at the lift call button and 2 standerd waypoints, 1 on the lift and just out side the lift exit so it forms a triangle. Then set a one way path starting from the lift button to the lift then to the exit.

Bottom of lift.
For now, just place 2 standerd waypoints, 1 on the lift and 1 out side the lift exit. Connect the top lift wapoint with a one way path to the bottom lift waypoint and a one way path to the exit.

Your basicly making the lift a one way down shot. If the lift is up, they will make 2 runs through the waypoints and ride the lift down. If the lift is down, they will fall and contine on as normal. Currently, nothing I have tried works to make them use the lift call button to go up.
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MarD
post Mar 2 2005, 05:08 PM
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Heyyo,

Hmm, I wish cheesh made a waypoint that would force bots to push any button near that waypoint.. then we could at least make the bots hit those buttons each time forcing the elevator to work.

I've been trying some different techniques. I found out if you place a "check for lift" waypoint at the button of the elevator at the bottom they only push the button to call the elevator down... I wonder, did cheesh program in some basic interpretations for the bots so they could read the code/operation of those elevators? if so, if someone could elaborate onnit, we could have a pretty sweet elevator setup that works going up n' down.. I'm no vb or c++ coder, but I tend to be able to understand the basic layouts.. I'll try n' see how cheesh tried to pull this off.
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Cheeseh
post Mar 2 2005, 06:09 PM
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The point in the "Check for lift" is for checking areas where a lift could be, especially if the bot could get to the point where the lift could be, but it isn't there because it's somewhere else and the bot has to push a button to make it get there.

I've got bots to use elevators going up without the need for using "check for lift" waypoints, but the problem arises when the lift is not there and the bot has to call the lift, in that case use a "check for lift" waypoint.

To get bots to go up eleveators you NEED a "lift button" waypoint nearby that is visiblefrom the lift and from the button. It doesn't need to be right on the button, it's just a marker.
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MarD
post Mar 2 2005, 08:11 PM
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Heyyo,

Hmm, Ok, I think I got it... I'm gonna try this once I get home:

- Place a button at bottom of lift for bots to call elevator.

- at bottom of elevator (where they should wait before getting to it) I shall place a "wait for lift" waypoint.

^^ this should make them wait near the lift button waypoint until at least a part of a lift gets close to it

- then I shall connect it to a "lift button" waypoint

- Then at the top use a "check for lift" waypoint where it should stop

the bots should then want to push the lift button to make the lift get to the "check for lift" wapoint.. allowing them to ride the lift up.

Hmm, makes sense. I'll definately give this a shot. "case1" map for svencoop has 2 lifts innit, hopefully this method will work on both cases.

Ty for this clarification Cheesh, lol, I'mma decent waypointer yes, but the complexity you put into your system sometimes confuses me. tongue.gif

Oh, cheesh, for your "opens later" waypoint flag? it doesn't quite like it right now. for "case1" you see, There's a drawbridge that lowers once you push the button that overlooks the drawbridge that you have to reach by taking the elevator up. I believe you've only setup this waypoint to check n' see if there's somekindof wall blocking the path and maybe not read moving entities like the drawbridge. I'm not quite sure how you set that up, I'll try n' check your source n' see.. the problem's not too critical cause after a few tires they decide to go try something else, so yes, I'm sure once I nail these elevators? they shall be able to beat "case1" from the case closed waypoint pack on their own. wink.gif

Just outta curiosity, should I place quite a few objective waypoints, or try to only place 1-4 a map? cause me waypoints for RECO, I placed a lot of them and they eventually just started to patrol the same ones..

So yeah, gj Cheesh on the bot, and I'm sure svencoop for HL1 won't be the last bit of waypointing I'll do for you and your bot. biggrin.gif
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