Here are all my fully updated wpt pack for dods as jan-dec 2013...tnx.
http://www.mediafire.com/download/2npb26r4442gdyi/day+of+defeat+source+-+jan-dec+2013+wpts+.rar
Their my last edits last year which I kept forgetting to post here formally after almost a full year yay. Lots of improvements mostly on the stock maps
and those beach maps etc. Credit goes to other wpters here like madmax, testery, and emotional.
--------------------------------------------------------------------------------------
All DODS stock and custom map wpts for RCBot2 beta 0.72 as of April 18, 2013.
Place all the wpts here, example:
C:\Documents and Settings\USERNAME\rcbot2\waypoints\Day of Defeat Source
Some of the wpts have been updated like:
- correct wpt jumps for rcbot2 0.72
- correct area tags for snipers/mg's
- added some prone wpts
- more improvements on other stock map wpts made by genmac and testery
- finetuned dod_flash wpts
- some little tweaks here and there to smoothen out more the navigation of bots
- etc etc...
Note:
Waypoints that have the _rcbot2 tag (defaultmapname_rcbot2.rcw) needs the modified maps to make sure they will work properly or else the bots will get stuck a lot more frequent on doors that's why their edited to either stay open or removed for good. Other maps needed some objective entity fix so the bots will accomplish the goal more aggressively like dod_plateau_b6_rcbot2.
So just download the modified maps found here as well for more infos...
http://rcbot.bots-united.com/forums/index.php?showforum=30
Other wpt tags like:
_op ( one path wpts all bots goes straight to the capture points only, good for sniping practice or just plain fast paced battle straight ahead so predictable.)
_agc ( haha dont know whatever that means now but that's a wpt edited so axis defend the big guns only on dod_peleliu_b4)
_nb (no bomb...for tdm/ffa or normal dods)
_tdm_v1
_tdm_v2 ...well just for tdm or ffa modes.
So to use the different types of wpts to a specific map just make another copy of the map and rename it accordingly to the wpts for it.
Example:
dod_goodwood_b3_nb.rcw
dod_goodwood_b3_nb.bsp (map must be renamed like that)
Plz be inform that RENAMING THE WPTS WON'T WORK.
Again just go here for more infos on this little funky maps...
http://rcbot.bots-united.com/forums/index.php?showforum=30
The DODS deathmatch plugin you can get here...
https://forums.alliedmods.net/showthread.php?p=1697565
Credits:
Cheeseh - Rcbot and RCbot2 author
http://rcbot.bots-united.com
DOD:S Waypointers:
Cheeseh, Testery, genmac, madmax
Download the dods rcbot2 wpt pack here:
http://www.mediafire.com/?8oki648t5nq9pla
cool
nice, nice, thanks for great works)
I'm still waiting wpts for sora, tiger_2008, crash, dijon, stug, strasbourg) hope for you
Awesome, thanks for the wpt pack genmac.. You've been very busy for the couple days i've been away.. I got the pack and it looks like it has the same flash rcw I tested last night (apr 17).
I ran 2 observation games & 1 play test on dod_flash.. Seems much better than the previous rcw's, balance wise.. With 6vs6 bots, 1 of each class, the axis can win now by out scoring the allies. There is more fighting around the center 3 flags, so this is all good.
But I did notice a couple things.. At the center flag, there is an axis sniper position from the 2nd floor window, the axis sniper didn't seem to be firing at allies coming up the path. Likewise, At an allied sniper position, at window facing towards first axis flag (other side of main path from blown up building), an allied bot was doing the same. In first person sniper scope view, enemies are running through thier view, but I don't see them lock on & fire for some reason? If they work ok for you, then it may be something in my install? All my bot settings should be default, but I havn't gone thru all the bot profiles & checked them yet..
I believe it was when the axis had thier first 3 flags, I saw an axis support, retreat from the center of the map all the way back to the new machine gun position on that low wall. Would making pathways one way, behind the flag be a good idea to prevent backtracking to the first MG or defend positions? Or maybe thats not good rcbot2 technique, might cause the bot to do strange things, etc? Or Maybe changing the MG from area 0 to 4, like Cheeseh said, will stop the backtracking?
I definately need to get more time playing around with rcbot2...
@Cheeseh...tnx for defend wpt guide hehe you should add this to the manual.
May be I'll try make a waypointers guide based on a users view hehe.
@Emotional....tnx comrade! sure I'll definitely will wpt the remaining 6 maps soon.
@Madmax2....yeah I don't know why sometimes snipers don't shoot enemies in their view scope I noticed that too on dod_donner, I'll try adding some "unreachable" wpts on the wpts where the allies will pass, hope axis sniper will see those and shoot any allies passing nearby
can't guarrantee if that will fix the issue we still need Cheeseh input on that.
Yeah try editing all your bot profiles by hand and make them more aggressive and braver hehe..so they don't always back track if they didn't encounter any combat and got bored hehe...like this...
visionticks_clients = 4
visionticks = 40
pathticks = 40
braveness = 99
aimskill = 80
sensitivity = 10
Or you can try use my bot profiles you can download below...
Yes we can make wpts unidirectional as well dedicated axis or allies wpts but that will take lots of work. I tried that once but somehow made some bots non aggressive as if they suddenly wanna go back but can't coz wpt ain't bidirectional so I think it's ok for 1 or 2 bots every now and then to back track.
Most Wpts used for respawning bots in tdm/ffa are unidirectional in dod_flash.
If you check some of dod_titanic wpts, I made some wpts totally unidirectional or some wpts for axis or allies only just to make sure bots don't back track.
Really gave my brain one complete work out doing that lol coz sometimes I get confuse which is which LOL!
Now that reminded me of Sturmbot last version coz it was very tedious to wpt as it needed seperate wpts for
each team where he could have just added a noaxis or noallies wpt tag hehe so
Cheeseh definitely got that more simplified and more practical.
Anyway I think dod_flash wpt will improve now that I know how to add some defent wpts. Will also try change some of the angle directed to assaulting allies.
Ok here's the newly edited dod_flash wpt but it only works if you go back to the year 1943 haha!
- added defend proned axis/allies wpts
- added unreachable wpts for axis snipers up the second floor but they still won't shoot in coming allies below.
- some further finetuning of navigation wpts etc...
Attached File(s)
dod_flash_april19_1943.rar ( 5.29k )
Number of downloads: 890
profiles.rar ( 62.55k )
Number of downloads: 810
cool. Just a note on how the bots work with the defend/sniper/mg waypoints.
1. First bots decide whether they want to attack or defend (based on a look up table generated by an NN)
2. They choose the best capture point (area) to attack or defend (from choice 1)
3. If they have a sniper-rifle or a machine gun they go to a sniper or mg waypoint in the area they choose (snipers wont go to mg waypoints and viceversa). Normal bots go to defend waypoints. The waypoint also has to be available in their team.
There are no ways to tell bots to go to specific waypoints if they want to attack or defend, although the team specific waypoints are useful
Just a thought with the profiles... Maybe I can create some new bot profiles with all of the most common forum users names
I see.
On dod_U471_b2_rcbot2.bsp I placed lots of unreachables wpts with radius on the side of the sub so bots won't fall...is that right coz I did placed quite many? I didn't notice any framerate drop when I added them.
Ok, I finally started messing around with waypoint editing with rcbot2. I set some key binds up the way I like them and decided to tinker around with the dod_flash rcw. I'm calling this wpt axis_revenge. It favors the axis now, it's just an experiment...
I did almost nothing to help the allies with this rcw, the axis should out score the allies, and I have seen the axis cap all the flags twice. The allies can sometimes push the axis back to thier last flag, but the axis have allways recovered... The axis are more offensive and won't waste time at thier first flag...
There seem to be about 3 windows axis snipers just won't shoot through? The 2 above the center flag that genmac & I discussed before, and a new one I added, which I ended up just changing to a defend wpt. I tried unreachable wpts, and even put paths from the sniper wpts to the unreachable wpts, moved the unreachables around, added extras, nothing helps. It's something about the windows i think, maybe an entity or something causing it? But with this rcw the 2 sniper points above the center flag are basicly the same as genmacs, i just added an extra unreachable and may have paths from the window, no change at all in bot behavior, though.
To get axis to be more offensive, the major changes are:
I had to remove the MG wpt behind low wall at axis first flag and open some paths in the area. It seems there may be something in the map near the low wall that causes bots to pause & bunch up. These changes eliminated that problem. once bots pass the flag, they cannot return to this area. they can go to the window in the little house here, but cannot back track to that either.. seems to work good...
I added defend tags to the 3 middle flags, & I didn't add defend tags to the 2 end flags, cause it slowed them down, and caused them to return to them to much. I also changed a few area tags from 0 to the flag area, mostly defend wpts and a couple sniper/mg wpts i think.. Anyways, after this change the axis seem to be doing better at capping & recapping the tank flag.
I added a couple more defend wpts for the axis, one is near the center flag. Axis usually own this area, but it does go back & forth.. Edited a few pathways, mainly to help the axis. added an unreachable wpt over the center flag, I put it there for snipers, but left it for grenade throwing, heheh...
I think thats about it. I can balance it out some, by doing at the allies first flag what I did at the axis side. But the game will favor the allies again, probably because the axis don't have enough good sniper spots, since those ones in the windows don't work? Still experimenting on this, maybe I can come up with something different? I'm using this rcw to learn... I may do something to those sniper perches, like change them to defend/MG points, and add sniper wpts elsewhere? What do you guys think?
If anyone wants to check it out, here it is... Comments/feedback, ideas, welcome...
Most of the credit for this rcw goes to testeryyy & genmac ...
[edit]
Find the latest dod_flash axis revenge rcw here:
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1761&view=findpost&p=11706
Or use the latest dod_flash rcw here:
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1699&view=findpost&p=11747
cool! will check it out.
btw may be the non reactive snipers on the second floor needs a higher reaction time on their profile.
OT...(might help some though..)
as of today my pc went from being a nice old pc that can load 20+ rcbot2 with still good enough frame rates to a really laggy one and reaching a temperature of 80+ degree Celsius (40 is the norm) while idle....solution.....cleaned the whole cpu especially the fans, hit sink and processor and applied some fresh thermal paste, now it's frisky again hehe.
EDIT...
After about 30-40 mins of watching them (10 vs 10), Wow axis are definitely much more aggressive and no more coffee breaks on the low wall. I even tried overwhelming the axis by just spawning 6 of them and 12 on the allies just to see if they will just gather around to defend their last flag once all 4 flags are capped and definitely they always went for the attack unlike the allies that tends to stay more on their turf once all first 4 flags are caught. But one time allies got really lucky managed to cap all flags even if they only have 7 teamates vs 12 axis.
Good work bro!
Unfortunately the snipers on 2nd floor still aren't reactive on incoming allies below even if I boosted
their profiles to like this...
Yeah bro keep finetunning the dods wpts especially the stock maps as much as you like until their as good as they can be. Really appreciate the help.
dod_donner snipers on building seems to do the same problem probably bec. of some AI codes there as Cheeseh did mentioned if I recall correctly that snipers we're too accurate/aimbotish during his test way back before he released 0.7
Seems snipers can't shoot a certain distances especially when elevated but mg's seems more interactive on the same spot reason I always put an mg+sniper on most places that suits both. SOmetimes but not too often both mg and sniper would use the same spot or 2 snipers or 2 mg's hehe.
BEsides mg's and snipers kinda worked together or would use same spots as documented on most ww2 films/movies and fully shown on "Saving Prvt Ryan"...where the sniper became an mg/spotter and went back using his rifle once they ran out of mg ammos until they got blasted away by a tank LoL!
On dod_plateau_b6_rcbot2 wpt, I placed some well hidden snipers hehe really cool when of one them kills me so hopefully
the average user would get blown/sniped away a lot by those hehe!
...and yeah I love to edit my post.
Roger that Cheeseh. Fully working long distance snipers would add more fun (or hatred to some hehe) to the game definitely.
Btw just tested if mg's would shoot if their on the second floor (dod_flash) unfortunately they don't to and sometimes will look somewhere else not needed as you can see here...
genmac beat me to it, nice pics man.. I ran the same test with different wpt positions and got the same results, MG's won't shoot enemies from those 2 windows, either.. I think the looking down thing they do, is that they are hearing the bots or enemies below them? I'm just getting into the debug stuff, we should be able to check for that with debug, right?
Copy that.
@madmax2....I was really hoping the mg's would shoot so really had to test it just to make sure took quite a while before they use it though.
Good thing on dod_titanic axis and mg's are shooting really well there and their below the target much farther than this so seems once their elevated they loose their aiming acquisition.
Hey guys,
After spending most of my time playing around with debug today, I had an idea to crouch the snipers on top of the sandbags, and it works!!! Bots have a much better view, and they are shooting at enemys way over in the corner after i put an unreachable wpt there! Only thing is, I can't get them to go there very often, it seems. Temporarily had to remove a number of sniper tags just to test it...
Also, snipers are a bit exposed, so the allies have no trouble seeing them, even without unreachable wpt on the window. Here's a couple pics that aren't to good, but in the 2nd pic debug shows Enemy:player, that would not happen before, it was always Enemy:none. I saw them go and snipe here about 3 times, and one bot shot 6 or more times before leaving. He was getting shot at to much I think, and didn't like it..heheh
Bad Link Removed
I started using the debug bot_goto command to get bots to go there to speed up testing, but they don't stay and just continue on to thier original goal. Is there a command to get the bots to go to a sniper or MG wpt, lets say, and stay there & use it, for testing purposes? I'll upload another test rcw soon, need to do something with the other window and tweak some things..
Cool! That's a very good solution much much better!
you gotta post the wpt coz that's it!
So seems the sandbags kinda hindered their views.
Let's try delete those sandbags just to check hehe.
Also now that axis sniper can see and shoot, the allies below knows that to coz they were'nt shooting as well before.
Btw I use dods dm plugin to make spawn points where I want bots to spawn at a very specific location and force them to use certain wpts/paths for checking purpose and put some noaxis/noallies to block them from going elsewhere definitely beats waiting and very satisfying as you can see immediately and as much as you like how well the bots uses the wpts hehe.
Hey Genmac,
Try this out, it's not perfect but it works... .. It's 330am here, so i'm kinda tired, so heres a brief rundown... i've tried the crouch wpts on top of the sandbags a few different ways. from the inside the right window is axis sniper only, the left is nonteam defend. This way allies will sometimes go in there an look around, heheh.. A sniper tag on the corner window works to, but bots hang up in the corner some and give up sometimes. if U open the path down the stairs and trap a bot in there, and sniper tag it you will see they have a little trouble. With the path open down the stairs, it actually works pretty good. I had both tagged as sniper & defend and had 2 bots in there one time. the right position is working the best right now. I was adjusting the radius some , because if its to narrow they tend to stand up more, they still snipe but it reduces thier view range. I was thinking maybe since those crouch wpts are right against the wall , if they were moved out slightly and the radius narrowed it might work better? Just to late to try it tonite..maybe tomarrow . I Have a couple more things i want to do to this wpt anyways....
Yeah, and I think you are right about those sandbags... and do U mean the deathmatch mod for adding spawn points?
[edit]
Find the latest dod_flash axis revenge rcw here:
http://rcbot.bots-united.com/forums/index.php?showtopic=1761&st=40&p=11706&#entry11706
Or use the latest dod_flash rcw here:
http://rcbot.bots-united.com/forums/index.php?showtopic=1699&st=0&p=11747&#entry11747
Yo madmax2...Seems this map is really driving you crazy ah hehe well that's good coz that's how really good wpts get's done.
Yeah I use that plugin coz it's the fastest and most convenient way to fully test how the bots will use a certain section of wpt/paths especially those intricate ones on certain maps that drove me crazy LOL!...that's why it's very important it's working. Will use that method now to test the snipers and the allies as well to see if the combat is now fully working there.
.........
ok tested it in tdm mode with spawn points just within the combat/sniping area...looks good!...haha allies are sniped really good but they do shoot back.
here's a demo hope it works though...
http://www.mediafire.com/?izkzq8jml41gnxz
btw the view is kinda weird when you play the demo.
@madmax...For precision wpts I think that's rcbot_wpt_width 0 coz it 48 by default had to check this further though I really haven't use it much as I would just move the waypoint a little more to the right if they have a sharp right turn on narrow paths, really drove me crazy putting wpts in vents in dod_U471_b2_rcbot2 when they need to turn precisely or else they'll just hug the vent early on as they turn.
Yeah bro do try wpt a whole map for a full blown wpting craziness may I recommend the last 5 maps requested by emotional listed below:
dod_stug
dod_tiger2008
dod_crash
dod_dijon
dod_sora_b3
I'll probably do one or 2 of these so will just post by here which maps I'll start working on unless you already had picked your choices hehe.
As for the tdm mode spawn points, I had to delete the dod_flash.cfg tdm spawn points found at:
....day of defeat source\dod\addons\sourcemod\configs\deathmatch
Then create just the ones I needed for the test.
Here are the spawn points command to create them, quoteS from Root:
@genmac
I think rcbot_wpt_width is to control the autopaths generated. the default is bot/player width. so when we place a wpt, paths will go thru a normal sized doorway or larger opening, but not thru a smaller opening nearby, such as a small pipe, port hole on a ship, or narrow window. I think its a minimum value, so the smaller we make it, the smaller the opening a path can pass thru automaticlly..
Yeah, i'd like to do a whole map, but my time is very limited right now, so I'm just trying to familiarize myself with the bot and how its the same or different to rcbot1 and other bots I've waypointed with. Need to do more reading on bot commands & waypointing, and then try them out. Then when i'm ready to do a full wpt, hopefully i won't have to rework mistakes, and can focus on the creative part of waypointing, etc.
For instance, I want to know a bit more about wpt yaw before i start a big project. From everything i've read so far, it just sets the bot facing direction for snipers, mg's, & defend wpts. But a yaw direction is also on every other wpt type too, including just normal nav wpts. So can yaw be useful for normal nav wpts, or jump wpts? Thats the kind of thing id like to know, before placing several hundred wpts, heh heh...
But hopefully soon I could do a full map, I'm just not there yet..
Anyways, maybe i'll get time tomarrow to work on flash some more...
Later ..
I see. I thought it would also make the bot to past through a wpt in a more centered fashion when doing a sharp turn. Anyway tnx for the clarification.
About the yaw well just use them the natural way you'll navigate and look ahead on the map and on narrow doors, etc.
When it comes to crossed paths I would just face the yaw in the center so bots will either go left or right or straight ahead. Also so far in my experience it's ok to wpt all the way through in the direction of the allies. Axis will use them properly and aggressive enough. I tried balancing it once, same effect but sometimes they would gather too much in the middle.
I did a few more things to dod_flash rcw... I reworked the sniper perch, sniper bots still want to stand up on the sandbags (more than other classes), but they crouch & prone some too. once axis bots enter the room, they won't leave until killed. Allied bots can enter & leave as they please. Axis bots don't go up there frequently, so it doesn't seem to be a problem to force them to stay in there. Allied bots can kill them too, and only occasionally are there 2 axis in there at one time. This increases the chances of getting sniped or strafed from those windows. Watch out for rocket panzer's in there, they can shoot from the window, sometimes..
I played around with wpt radius & yaw in a few places, and did a couple things for the allies. In the process I unbalanced it for the allies, so I did a few more things for the axis, adding a number of unreachables for them in the process. I had to remove the sniper & MG tags from the house next to axis first flag, snipers & mg's were hanging out to long in there, and I saw them proning there too, more than once. I removed a snipe tag for the allies from a sandbaged window, because they won't shoot there, too (btw, it's at ground level!). I added a couple new surprises too, though they may not allways be obvious.
And genmac, I did use the deathmatch/sourcemod to make new spawns, to do some testing, thanks again. It worked good for the snipers, but when I threw in other classes, they were behaving a bit strange(in sniper perch). They seemed to want to follow the axis sniper (in the perch), and didn't want to be independent, it seemed. I think, because bots were solid, they were getting stuck to each other, and to things in the room too?
And ignor the date/time stamp on the rcw, it was updated today. Had to roll my pc clock back so I could keep working on this in steam off-line mode. Steam client updates, havn't been working well on dialup lately..
Anyways, the rcw favors the axis, but not as much as the last one. Should be more snipeing action from the perch... I'll see if I can get a decent demo recorded of the sniper perch...
[edit]
Find the latest dod_flash axis revenge rcw here:
http://rcbot.bots-united.com/forums/index.php?showtopic=1761&st=40&p=11706&#entry11706
Or use the latest dod_flash rcw here:
http://rcbot.bots-united.com/forums/index.php?showtopic=1699&st=0&p=11747&#entry11747
Madmax2...sorry bro but you should keep those guards on the first flag coz it's so easy to cap that I noticed last time I played it as on all capture point maps it's really important for each flag to have some guards there as much as possible especially the one's near their base. The grouping or coffe breakers behavior happens every time when either team gets overwhelm probably some further profile tweaks might help.
The solid player is a bug on dods dm..solution...simply change to ffa then back to tdm...that should make them non solid.
I'm almost done to Emotional wpts request...this map, dod_dijon, I don't know if I should even bother finish it since the layout kinda sucks and lots of wasted space probably much better played in ffa mode.
I won't wpt ...dod_sora_b3.... hopefully madmax2 will wpt it soon hehe.
genmac,
Yeah, well what I'm doing at the first flag is kind of a hack, to get axis to be more offensive. They seemed to get overwelmed with previous rcw's. The proneing by mg's & snipers in that first house hurts axis it seemed. I'll beef up my profiles more, or use yours, and see if it eliminates that problem there? Maybe add a couple outside defend positions, if it doesn't. All of this is practice for me anyways.... btw, did you try this latest one, cause I added more defense to tank flag area. I played late last night & couldn't get to the last flag, but I wasn't trying the whole round, maybe my braveness level was too low ...
Speeking of braveness, I guess I need to max that out on all bots, to reduce proneing & camping? Cause when forward areas are capped, my mg's & snipers don't move from thier rear positions very fast/often? Seems like when thier team gets center flag, the mg should move forward to center flag defense? Being 2 areas ahead...
Axis are better now at protecting & recapping the tank flag, but they were missing that so much when I first started playing with this, I thought maybe I should try swapping the tank and center area tags? So instead of, from axis side, being areas 4,3,2,1,0, it would be 4,2,3,1,0, or maybe 4,2,0,1,3. But I take it the order makes no difference to the bots, it just seemed that way early on, cause axis frequently went to center then allied 2nd flag before the tank flag. I think I significantly reduced that behavior?...
Yo Madmax2...well that's what happen when my gig got cancelled bec. of for some Unforeseen Consequences, lol, reminds me of HL hehe! Had nothing better to do so I just wpted away and kinda enjoyed those maps except dod_dijon.
It's a church map basically, so may be if he made it look more war torned it could have made me more excited to play it.
Yeah will test the wpt soon...kinda tired of stock maps for now will take a little break from them for the meantime hehe.
Yeah boosting their braveness will make them more aggressive mine are all set to 99.
Here's dod_sora_b3...21 mb.
http://dods.gamebanana.com/maps/23223
Hope you'll wpt it soon coz I won't really touch this.
Here is a very basic map you can practice on first if you like...
good also for testing purposes.
http://www.mediafire.com/?38yrnu4jennpuyz
Take your time and Enjoy wpting!
hey madmax yeah it's really much more competitive now (dod_flash). what also needs to be doen are unreachable waypoints outside windows and above sandbags and areas where players can hide. It provides a marker for bots to throw grenades.
Furthermore you can connect normal waypoints to unreachable waypoints by using paths. Bots won't go through the path but they might look at the unreachable waypoint when moving around, which might be useful at sniper points, or camping windows
Yo madmax2...hehe don't worry too much on the balance factor on the gameplay with the bots...their just bots still in their beta form.
To challenge myself or make the game more balance I just add more axis if I play on the allies side or make some axis with super ubber profiles aimbotish fashion that's why if you noticed I have lots of profile variants.
I prefer more axis though coz when their too good kinda pisses me off LoL! So yeah, you really gotta costumize by hand each bot profile to suit your gaming style you want.
My rescent profile I max out my 3 axis snipers and the 2 on allies are just normal. That help the axis a little but not too much unless all 3 axis snipers are spawned.
# Bot Profile id = 19 : generated by RCBot2 Launcher
name = axis3_sniper
visionticks_clients = 32
visionticks = 255
pathticks = 255
braveness = 100
aimskill = 100
sensitivity = 20
team = 3
class = 3
My observations hehe...
1. Correct!
2. Check out dod_stug...the sniper on the church tower can't shoot no matter what I do to it. Here's what I did...
- I connected lots of unreachable from the bridge to the sniper.
- I even put 4 consecutive descending connected unreachables in the direction of the sniper view.
- Put radiuses on the unreachables.
- join the axis and noclip and went in front of the allies sniper and still he can't see me even I'm just right in front of him a little outside the window LoL!
The sniper view seems blocked bec. of the window bars in front of him I think. But on open areas with nothing blocking their view they can shoot high or low on a distant target. Try tweak it bro or re-try what I did to test it again just to make sure who knows you might getting working. I really want that sniper shooting hehe coz it's so darn cool!
3. Seems once bots can see it's target it will shoot with or without unreachables connected or not but better to put them so to help out their grenade throwing as what Cheeseh has hinted.
Hey genmac,
Thanks for your feedback/obsevations. Yeah, you are probably right, i'm probably over concerned about the balance. I used to do the same as you suggest with sturmbot, just unbalance the player load. I guess I was thinking the average player might not go to all the trouble to to tweak profiles or unbalance teams to make it a challenge. But that was an assumption on my part, there are no average rcbot players, really ...
Man, on #2 you were really trying hard to get them snipin . Now thats what I call effort .. consecutive unreachables & radi ...
Well this is what i had typed up offline before I read your post...
Thanks for the info, i didn't know that about the area being automatic on the flag capture point & tied to the id set by the mapper... good to know...
I added a bunch more unreachables to flash, and the action seems to have gone up a notch, grenades everywhere at one point in the game . I think I got the axis patroling that tank path better, but need to test that more, cause i've thought that before, then they would quit going there for a while... Oh, and i think i may increase the radius more in some places, it really enhances there movement, especially in combat areas were they are bunched together otherwise.
Also, there are still some windows that the unreachables don't seem to be helping with. I think they all lack func_illusionary if that means anything to the bots? I'll post a bit more info on that later today, maybe some pic's and a demo of what is happening there...
More dod_flash window problems. Here are the windows bots can't shoot thru, in either direction. I don't know if this is a map problem or a bot problem, but thought i should report it... Might be a good place to test the bots vision?
The little house here has 3 of them. I tried unreachables on the inside, as well as outside, connecting paths and putting a radius on them. they can't see thru these windows.. And I did try crouching on the sandbags to, it doesn't work this time...
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This seems to be different than the angle & restricted view we had at the other sniper perch. I thought it might be related to missing func_illusionary, but the middle window is a func_breakable and func_illusionary. the other 2 dont have either. So, i don't know, maybe func_illusionary has something to do with it, maybe not?
This large pane window is another place, they can't see thru. There are 3 func_breakables in it, but no func_illusionary... You can see some of the wacky things I tried with the unreachable wpts. bots can't see thru the other small window in this building either. It seems when one window is bad in a building, they all are?
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I've included demo's of both places. What i do is noclip thru each window as bots pass by, and you can see they immediatly stop shooting at me when i'm on the opposite side of the windows. When i shoot at thier feet from a window, they will turn in my direction, but can't see me, it seems...!
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genmac, this could be the same thing thats happening on that barred window in dod_stug, that you mentioned?
yeah max, bots can't see beyond a window or anything with bars and stuff in front them unless their funk_illusionary.
So, i guess for now, we just waypoint around the problem... Until cheeseh can resolve the vision problems with windows? So, I think what i will do in the house there, is remove all the window wpt tags. and to keep human players in check, i'll place a defend(non team) or sniper(axis) wpt just outside that door, so bots can see in there... bots will still duck in there too, but they won't stay... I'm not sure what i'll do about that big window, there might be enough traffic thru there, so it may be ok as is?
I should be uploading a new flash rcw soon.. Having to rework or remove a couple things i added that were not really working out so well... other than that, it's looking pretty good...
One other thing, i placed the sandbag wpts by standing on them. I'm trying to decide if i need to raise those up a bit or not. i think they are ok, but can't tell if the bots are throwing the grenades right at the unreachables, or over them, i need to watch that closer i guess...
yeah bro this is the only remaining active bot forum for good old hl and hl2 mods. some few more coders are active but I see them at alliedmods.com and they no longer update their bots like podbot-mm although it's really really good already.
Have you try check out the bot source codes of Fistful of Frags mod?
http://www.moddb.com/mods/fistful-of-frags
Don't know but may be you'll find something useful to this.
cool! Can't wait for next release hehe.
awesome bro..tnx!....testing...
update....
WOOOOOWWWW!!! It's working!!!
Here's some demos of proof hehe...
http://www.mediafire.com/?qywx27m6fc3ysda
I tested and demoed it using dod_stug map so get it here....
http://dods.gamebanana.com/maps/166612
Had to update the wpt a little by connecting unreachables in bidirectionally and spreading them out hehe
totally help their sniping acquisition as well the axis on the bridge.
The sniper profiles are set like this....well all 16 allies are like that for immediate testing purpose only...
name = allies4_sniper
visionticks_clients = 32
visionticks = 200
pathticks = 40
braveness = 99
aimskill = 99
sensitivity = 10
team = 2
class = 3
As for dod_flash seems the sandbags still doesn't make the snipers on the 2nd floor to shoot even if I'm already 5 feet away in front of the window. They need to get up the sandbag in order to shoot as what Max did on his wpts there.
Finally, I think I made the axis play about as good as I can. This should be the last dod_flash_axis_revenge4 rcw. Now i'll fix a few things for the allies, and hopefully end up with something close to balanced. My goal was to make it a tuff fight for the allies, and to have the axis defending the tank route better. Well i think its good, but it depends on the players skill level. For me, since I know where all the defenses are at, it's fairly easy to win on scoreing, and sometimes I do get all the flags. But if you don't peek at the waypoints first, hopefully it will be fun and a few new surprizes... I was mostly testing with 7vs7, 2 snipers per evenly matched teams... so you might want to add an extra mg per team too....
Also, I highly recommend you delete your rcbot2 tmp files for this map, before you play it the first time. It seems after a waypointing session, the bots often don't work as intended, and if i delete those files, I often get a much better game...
This version of the rcw has only been tested with rcbot2 .73beta dll, & is intended for that because of the window problems with .72, although it should work....
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Without spoiling where things are at, here is a summary of the changes....
Added lots of unreachable waypoints for windows, hideing places, sandbags, and nades...
Added a number of new defend wpts, mostly for axis, to get them going places...
new path/route added
enlarged/adjusted the radius on many of the waypoints, mostly in main paths, for better random movement by the bots...
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As I said above, all the flags can be capped, by a good player (playing allied side). There is a way to do this easily, and i did it more than once. But i think new players won't know how to do it, at least right away. So this is kind of an offensive vs defensive type of wpt. When I fix the few allied problems I've seen, the balance will swing back to thier side easily, i think. So, I will have to add axis defenses back in at there first flag, i'm sure. At least a sniper or mg camp. So that will be next, and I don't think it will take nearly as long as this one did...
After you have played it a couple times, I could use a little advice on a couple things.
1. Are the sandbag unreachables ok as is, or should they be up off the top of the sandbags?
2. Have you noticed, bots not facing the yaw direction sometimes? This is on a defend/crouch point in a bomb crater, i just can't seem to get that one right? should i just replace the waypoint with a new yaw??? or move it???
3. I play tested the heck out of this today, and did probably a no no in the tank area, but it seems to work ok. I was really back & forth about doing this too... The tank area is area3, but i changed one of the defend wpts (back corner by the tree) to area2. What this seems to do, is causes an axis bot to go there sometimes, when the axis cap the center flag. He won't stay long and usually continues on to the center flag from there. And if the center flag is capped by allies, he immediatly goes there. Also, when that happens, usually one or more bots will come to the tank area3 defend points. So it kinda helps keep that back alley to the center flag populated with axis bots, i think? It also reduces the number of bots going to the sniper perch, but not to much, which seems good, cause sometimes too many would get trapped there with the oneway path on the stairs, it seems about right now... I tried it with & without the area2 tag (also tried it over by the tank). I won't say it's the best way, cause i'm still not sure, cause either way there can be a drought of bots back there sometimes, but it's far less than it was...
Anyways, let me know what you think, be easy on me.... heh heh
[edit] oh, forgot to mention, ignor the rcw date, final update was today.. still rolled back on my clock... heheh..
[edit] also forgot, they did beat me once on scoring, and i wasn't holding back either. and i'm such an awesome player too...
[edit 9-24-13] Use one of the rcw's found here instead...
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1699&view=findpost&p=12343
Awesome bro will test it...and won't peak at the wpts may be later hehe.
Btw I think it's better to post the flash wpt updates at the dod_flash thread I'm sure Testeryyy wont mind
as long full credit is still his since he is the one who started wpting it. Credits for the improvements goes to you
For some reason my bots are walking like crabs now and are shooting at walls/aren't targeting the enemy. I played on avalanche and flash last night fine but now they won't work on any map. I don't recall changing anything. I have the waypoints from the 0.75 dl and have tried the waypoints that were linked above. I also have them in the directory given above. Is there anything else I overlooked? Thanks
Hi Sampson,
See this topic here... http://rcbot.bots-united.com/forums/index.php?showtopic=1769
That is one of the symptoms if its wrong... current windows setting is 417... What platform are you on?
[edit] it's set in the rcbot config.cfg file...
[edit] Oh, I see you already posted here too?...
http://rcbot.bots-united.com/forums/index.php?showtopic=1817&pid=12214&st=0&#entry12214
If you are on linux try 418.... Seems as if there was something else that can cause this too, will have search for it...
[edit3] I think one problem was someone had comma's in place of decimal points in thier config file settings... Still looking for it though? And I don't see that in your posted config?
max
Here are all my fully updated wpt pack for dods...tnx.
http://www.mediafire.com/download/2npb26r4442gdyi/day+of+defeat+source+-+jan-dec+2013+wpts+.rar
Their my last edits last year which I kept forgetting to post here formally after almost a full year yay. Lots of improvements mostly on the stock maps
and those beach maps etc. Credit goes to other wpters here like madmax, testery, and emotional.