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> Converted Waypoints for RCbot-AngelScript, Updated & Tested for Git
madmax2
post Mar 10 2019, 09:02 AM
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Converted & updated my sc_royals waypoints. I'm not quite done yet, so these are wip wpts. Though sc_royals 1 3 & 4 are fully waypointed & tested and are very close to final, there could be a few more minor tweaks or additions, like pickups (ammo etc) or unreachable wpts. Most of the broken areas are fixed, so these 3 maps should be fully playable.

sc_royals2 needs more work, but parts have been fixed. Bots can make the cavern jumps and progress as far as the blooders pool. At that point I fixed the jumps across, but it's not nearly as good as the old bots were.

Anyways, there will be at least one more update for some of these... wink.gif
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madmax2
post Mar 12 2019, 05:44 PM
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Updated sc_royals 1 again.

Fixed a minor issue I induced at the spawn, bots trying to go through the ground (openslater). More work on vents & tunnel, added ammo & armor, re-positioned several wpts for smoother navigation & less sticking/jams. New wpt configuration at end of 1st vent to help bots get past pushable boxes. Players can break the boxes, but bots won't.

New wpts/paths at end of map to make bots less focused on the buttons in the control room and move around the whole area (crane room - important wpt added & wpt adjustments), they are more robust, better action. Removed a wpt in the wall in crane room left over from a old version (wasn't causing any problem tho). Moved the important wpt slightly closer to the plunger so bots will blow the ceiling a little faster at random. It may happen quickly sometimes, a single bot may do it now, but it should take some time for a bot to use the plunger most of the time. I don't want the bots to end the map to fast, so players can have fun in this area of the map.

While this rcwa is much better than the last release, I may need to look at the 1st vent again for bots hanging in there on occasion. I don't think there is any permanent jam in the vent, and I changed the wait_noplayer & vent entrance to minimize any problems. Need to do More testing for that, just ran out of time.
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Cheeseh
post Mar 18 2019, 09:20 AM
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Thanks ... Will check them out soon hopefully and put them in the git. Still havent implemented auto waypointing. Just improving the auto pathing as u may have noticed before i can start on full auto waypoint system
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madmax2
post Mar 18 2019, 05:42 PM
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I've updated sc_royals2, but it's probably not final? Bots can now make it to the end of the map (full circle). Bots can grapple and will get the grapple. I know they can make it through the blooders pool when notarget is on, but I am still working on this area and need to compare this wpt to my current wpt. With this wpt bots will wait on the wedge and become easy targets, and 2 bots may end up on the wedge shooting at the blooders, LOL.[edit] Was a different rcwa, not this one, there is no wait wpt on the wedge, oopps. I'm trying to eliminate the wait on the wedge with the current wpt.

With the current wpt, I've done some drastic changes in the blooders pool area, adding & moving wpts. I think it may be better overall at the blooders pool, but not sure? Needs further testing & tweaking... I may update this wpt again in the next few days?

QUOTE(Cheeseh @ Mar 18 2019, 01:20 AM) *

Thanks ... Will check them out soon hopefully and put them in the git. Still havent implemented auto waypointing. Just improving the auto pathing as u may have noticed before i can start on full auto waypoint system

Thanks, I can wait for autowaypoint, it's not a high priority for me... I do have another request tho... wink.gif

bots_dont_shoot would be a big help at the blooders pool, if it's not difficult to add? I think the jumps are close now, just hard to be sure whether they are attacking, or missing the jumps?
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Cheeseh
post Mar 20 2019, 09:11 PM
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added "don't_shoot" command

also tweaked sc_royals 1 slightly at the vent exit - bots were moving too slowly/getting stuck - put them on git
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madmax2
post Mar 22 2019, 12:37 AM
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QUOTE(Cheeseh @ Mar 20 2019, 01:11 PM) *

added "don't_shoot" command

also tweaked sc_royals 1 slightly at the vent exit - bots were moving too slowly/getting stuck - put them on git

Build: 013d60406ba48cc7ca5128a6af7f09c06b2f985e

Thanks, but I can't seem to get the don't_shoot command to work ohmy.gif ? I tried a bunch of variations, with & without ', on specific bot or as a global command, tried as a config command too...

CODE
as_command rcbot.don't_shoot
as_command rcbot.dont_shoot [m00]cow
as_command rcbot.don't_shoot [m00]cow
as_command rcbot.config_don't_shoot
as_command rcbot.bots_don't_shoot


Bunch of others... What should the full command syntax be?

Yeah, as for sc_royals1 vent, I had a complicated wpt config there, trying to get the bots to at least push the double stacked crates to the corner, so they could pass between the crates without pushing them down the hallway. It worked maybe 70% of the time, but not 100%. It did induce a problem with an occasional bot stuck at end of vent (because the path out of vent went to the right & not the left). I thought I had fixed the stuck bot with another wpt/path noclipped in wall/vent there, but perhaps not, i saw a bot standing there today.

The reason I didn't want them to push the boxes down the hallway is sometimes they would get trapped there for a short while, maybe as long as a minute? But most of the time they manage to slip by the boxes plugging the hallway, or they are destroyed by enemy fire. So it's really not a big problem, cause players will just break the crates. So, it was a unnecessary fix, and wasted time...

This does bring up some pushable issues I wanted to ask about... rolleyes.gif

1. does the pushable wpt actually do anything, and should I be adding them into wpts, or removing them from old wpts? bots seem to push without them...

2. I've been seeing bots walking a long time after they contact a pushable, it seems more noticeable with my wpt config at the end of the vent. It may no longer happen with the git wpt, I didn't notice it on 4 tests. With my wpt, there was a pushable wpt in the far corner from the vent that would always be blocked from view when the bots push it there. You removed that wpt from the git wpt. I'm not sure if it is the wpt positioning or just the fact that the pushables are not destroyed as much with my wpt? I do know if the pushables are destroyed, the walking thing stops happening. Any idea what is causing the walking after contacting or seeing a pushable?

3. perhaps, have bots swing their crowbar a few times, if there is no forward progress after 20 or 30 seconds? since pushables are often breakable. Not sure if this is a good idea though, some may be explosive? But I think if a pushable is required to finish a map, it won't be breakable.
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Cheeseh
post Mar 22 2019, 08:31 AM
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as_command rcbot.dont_shoot 1

seems my phone did some auto correction at a bad moment (the ' character is an invalid character in the console)

pushable waypoint doesn't do anything yet

if the bots path is blocked by a pushable then they hold the USE key.

They don't destroy pushables on purpose yet. The reason was because I wasn't sure if some pushables were useful for humans to reach certain areas etc.
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madmax2
post Mar 22 2019, 05:50 PM
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QUOTE
as_command rcbot.dont_shoot 1

Ok, I'll try that...

QUOTE
pushable waypoint doesn't do anything yet

if the bots path is blocked by a pushable then they hold the USE key.

Ok, that confirms what I was thinking. I did verify bots do the walking thing with the git wpt w/o a pushable wpt. The pushable is blocking the path and I hear them press use. Perhaps they don't have enough speed when they exit the vent, to get a strong push?

I saw bots stuck in the end of the vent with the git wpt.
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I think that is why I had a wpt just outside the end of the vent, to prevent this? This was after the pushable had been moved, but it is still blocking the path. I believe, if there is a wpt outside the end of vent, bots don't execute the pushable code until they exit the vent (touch the wpt just before the pushable)? I'll do more testing in this area, don't want them blocking in or end of vent, I'll see if I can improve it?

QUOTE
The reason was because I wasn't sure if some pushables were useful for humans to reach certain areas etc.

Yep, I'm not certain about that either? I would think a pushable that is needed to progress to end of map should not be breakable? But poor mapping may prove me wrong? Also, breakable pushables could be used to get ammo, health or armor? Seems there is a map where boxes are pushed into water or slime to make a bridge? I don't remember if they are breakable, but they float.
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madmax2
post Today, 04:26 AM
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Updated sc_royals1 (again) rolleyes.gif

Mostly worked on first vent and pushables area. Added 2 new wpts in vent and adjusted one to prevent a rare pile-up of bots, due to a bot stopping in vent. Seems it helps to have more wpts inside vents, closer together.

Changed the wpt config at the end of vent, hopefully so bots don't stop at the exit and get a good push on the boxes there. Instead of having bots avoid the boxes, I have them pushing the double stacked boxes down the hallway and just go around the other box there. Bots will either push the boxes into the turret room to the right, or towards the m16 locker. Either way the boxes usually get destroyed. If they are pushed towards the m16 locker and don't get destroyed, there is a new openslater wpt there that tells bots the path is blocked and they avoid the boxes now, it works good...

Occasionally, bots will push both boxes and may temporarily plug the hallway, but it has always sorted out on its own, and the boxes are usually destroyed. It may take 2 bots to push both boxes down the hallway.

Also, worked a bit on the last vent for a rare pile-up of bots. Added 2 new wpts in the vent, and moved 3 wpts for smoother movement at the corners.

Tweaked and tested the !@##$$%%^ out of this one, so it better be good... wink.gif

So now I can get back to sc_royals2, and finish it (mainly the blooders pool), then i will be done with this series. smile.gif
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