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RCBot Forums _ DOD:S _ All DoD:S rcbot2 wpts

Posted by: genmac Apr 18 2013, 03:04 AM

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

Posted by: Cheeseh Apr 18 2013, 05:05 AM

cool

QUOTE(genmac @ Apr 18 2013, 04:04 AM) *

Plz be inform that RENAMING THE WPTS WON'T WORK.


you can use "rcbot waypoint load <mapname>" to load other waypoints from other maps and then save it

Posted by: Cheeseh Apr 18 2013, 07:59 AM

QUOTE(Cheeseh @ Apr 18 2013, 06:05 AM) *

cool
you can use "rcbot waypoint load <mapname>" to load other waypoints from other maps and then save it


hey genmac, by the way I noticed in dod flash, still there aren't any defend waypoints on some flags (e.g. the ones on the grass) and the area isn't correct on some, e.g. the machinegun waypoint at the axis base (it still has area 0, it should be 4). Radii could also be larger for large spaces

Posted by: genmac Apr 18 2013, 08:06 AM

QUOTE(Cheeseh @ Apr 18 2013, 05:05 AM) *

cool
you can use "rcbot waypoint load <mapname>" to load other waypoints from other maps and then save it



tnx!
now that's a better way to use alternative wpts rather than hacking them internally hehe.


QUOTE(Cheeseh @ Apr 18 2013, 07:59 AM) *

hey genmac, by the way I noticed in dod flash, still there aren't any defend waypoints on some flags (e.g. the ones on the grass) and the area isn't correct on some, e.g. the machinegun waypoint at the axis base (it still has area 0, it should be 4). Radii could also be larger for large spaces


yeah I noticed that too I thought that's bec. it's the first capture points wpted reason why it's area is 0 I thought that was ok. will re-edit.

btw what exactly do you mean adding defend wpts and how?
I already added some snipers/mg's on the outer flags near it I thought those acts as defend wpts since they have the same area no. .

edit...

Ok I've checked the dod_flash wpt and area and defend wpts are already inplaced last time I edited it some 2 days ago so just use this one on the pack to double check it.

Posted by: Cheeseh Apr 18 2013, 10:59 AM

QUOTE(genmac @ Apr 18 2013, 09:06 AM) *

tnx!
now that's a better way to use alternative wpts rather than hacking them internally hehe.
yeah I noticed that too I thought that's bec. it's the first capture points wpted reason why it's area is 0 I thought that was ok. will re-edit.

btw what exactly do you mean adding defend wpts and how?
I already added some snipers/mg's on the outer flags near it I thought those acts as defend wpts since they have the same area no. .

edit...

Ok I've checked the dod_flash wpt and area and defend wpts are already inplaced last time I edited it some 2 days ago so just use this one on the pack to double check it.


the defend waypoints are just the red waypoints that non snipers ertc stand at to protect the flag. I didn't see any last time, I will have a look again tongue.gif

Posted by: genmac Apr 18 2013, 11:13 AM

QUOTE(Cheeseh @ Apr 18 2013, 10:59 AM) *

the defend waypoints are just the red waypoints that non snipers ertc stand at to protect the flag. I didn't see any last time, I will have a look again tongue.gif

I see....btw what's the exact wpt givetype for defend wpt?

The one I've placed which I kinda thought should ack as defend wpts according to manual are proned sniper/mg's either for axis or allies on the grass area but area tagged accordingly.

Sniper btw still don't go prone even there's a prone tag.

Posted by: Cheeseh Apr 18 2013, 12:32 PM

QUOTE(genmac @ Apr 18 2013, 12:13 PM) *

I see....btw what's the exact wpt givetype for defend wpt?


just like rcbot waypoint givetype defend <area>

e.g. rcbot waypoint givetype defend 4

will add a defend point at the way you are facing and set it to area 4

you can do other combinations e,g.

e.g. rcbot waypoint givetype prone defend 4

QUOTE(genmac @ Apr 18 2013, 12:13 PM) *

Sniper btw still don't go prone even there's a prone tag.


yeah theres a bug since I introduced the rcbot_prone_enemy_only command, and didnt update the method before release, so if you have rcbot_prone_enemy_only 1 they will prone on sniper spots, but other bots will prone in dangerous spots even if they dont see an enemy

Posted by: Emotional Apr 19 2013, 02:05 AM

nice, nice, thanks for great works)
I'm still waiting wpts for sora, tiger_2008, crash, dijon, stug, strasbourg) hope for you smile.gif

Posted by: madmax2 Apr 19 2013, 02:45 AM

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. smile.gif

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... smile.gif


Posted by: genmac Apr 19 2013, 04:03 AM

@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)
Attached File  dod_flash_april19_1943.rar ( 5.29k ) Number of downloads: 890
Attached File  profiles.rar ( 62.55k ) Number of downloads: 810

Posted by: Cheeseh Apr 19 2013, 06:45 AM

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 smile.gif

Posted by: madmax2 Apr 20 2013, 12:01 AM

QUOTE(Cheeseh @ Apr 18 2013, 11:45 PM) *

Just a thought with the profiles... Maybe I can create some new bot profiles with all of the most common forum users names smile.gif

Yeah, cool idea Cheeseh, I wanna be uber leet... heh heh laugh.gif

@genmac
I will be checking out the new flash rcw & profiles tonite... I should have more time this weekend to play around with this... smile.gif

Posted by: Cheeseh Apr 20 2013, 02:39 AM

QUOTE(madmax2 @ Apr 20 2013, 01:01 AM) *

Yeah, cool idea Cheeseh, I wanna be uber leet... heh heh laugh.gif

@genmac
I will be checking out the new flash rcw & profiles tonite... I should have more time this weekend to play around with this... smile.gif


the new dod_flash wpts are much better, I noticed the addition of unreachable waypoints, which is what it also needed. I added a few more above some hiding places. These waypoints not only make it easier for bots to find better hiding places but also makes bots find places to throw grenades in hiding spots. You should notice more bots using grenades and taking cover better. In essence a map full of unreachable waypoints is ideal but impractical and will use too much memory or cpu, so placing them in useful spots is better.

as for profiles: maybe I should make a thread for ppl who want to have a profile in the bot, u could give me your aim skill, sensitivity etc hehe...
... made it here, http://rcbot.bots-united.com/forums/index.php?showtopic=1763 would like to see yours

Posted by: genmac Apr 20 2013, 03:28 AM

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.

Posted by: Cheeseh Apr 21 2013, 06:26 AM

QUOTE(genmac @ Apr 20 2013, 04:28 AM) *

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.


I'm not sure if it will help them from falling tongue.gif I haven't looked yet, will check later

Posted by: madmax2 Apr 22 2013, 08:48 AM

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 sad.gif 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... smile.gif

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... smile.gif

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

Posted by: genmac Apr 22 2013, 10:15 AM

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.laugh.gif 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. tongue.gif
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...

CODE

# Bot Profile id = 31 : generated by RCBot2 Launcher
name = axis15_sniper
visionticks_clients = 32
visionticks = 200
pathticks = 40
braveness = 100
aimskill = 100
sensitivity = 19
team = 3
class = 3

Sometimes they just look while zoomed on the wall or wherever.

Other sniping area their ok, they do combat instantly but they get spotted instantly also bec of the unreachable wpts in front them hehe.

Posted by: madmax2 Apr 22 2013, 07:53 PM

QUOTE(genmac @ Apr 22 2013, 03:15 AM) *

Unfortunately the snipers on 2nd floor still aren't reactive on incoming allies below even if I boosted
their profiles to like this...

CODE

# Bot Profile id = 31 : generated by RCBot2 Launcher
name = axis15_sniper
visionticks_clients = 32
visionticks = 200
pathticks = 40
braveness = 100
aimskill = 100
sensitivity = 19
team = 3
class = 3

Sometimes they just look while zoomed on the wall or wherever.

Other sniping area their ok, they do combat instantly but they get spotted instantly also bec of the unreachable wpts in front them hehe.

Hey genmac,

Yeah, you are right about that, the allies don't seem to see the axis in the windows either! It's almost like it's solid wall to the bots. I'm not sure if the bots can't see through them, or think they can't shoot through them? Maybe i'll try debug on those windows today, see if i can see something useful?

Cheeseh might want to take a closer look at these windows, maybe it's the angle, but I think it might be an entity thing? The other window I had a problem with is at ground level looking at center flag from axis side behind the sandbag barriers. It's a defend wpt now, and i haven't had a chance to see if other classes will shoot from it or not, they don't go there very often? I think you mentioned donner had one too, I don't know where that one is at?

I've allready changed those sniper perch's to defend/mg, i'll see what other classes do there, at those 2 windows...? I'll also try to balance it out a bit, by trying a simular thing on the allied first flag..

As for axis first flag, yeah it's probably not defended as well, and a sneaky human might be able to get to that flag easier? If they can get to that area. I still havn't play tested it from allied side to see if i could do that? My idea was, it's near the spawns, so axis that just died would be coming forward to defend that flag. And if any bots get near that low wall, they start taking coffee breaks, even if there is only normal navigation wpts there! Don't know why, maybe an entity thing again? I even kicked the gas can & barrels out of there and they were still taking coffee breaks, heh..

Glad to hear you reserrected your PC, so you can keep churning out wpts wink.gif ... Yeah, my PC's are old, and I gota clean out the cob webs every now & then too... rolleyes.gif

[edit] that was alarming, bots-united seemed to go down for 5-10 minutes just after I posted this. Then when I was able to get back in, i was still logged in.. So, maybe it was just the internet burped blink.gif ?

Posted by: genmac Apr 23 2013, 01:01 AM

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. laugh.gif

Posted by: Cheeseh Apr 23 2013, 01:07 AM

QUOTE(genmac @ Apr 23 2013, 02:01 AM) *

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.


I think there is a visibility bug which bots don't think they can see an enemy sometimes, OR they can see the enemy but decide not to shoot due to the angle, which I don't think is the case because they are so far away (through a sniper scope), the angle difference would be minimal. i.e theres a cvar which I don't really use called rcbot_shoot_enemy_fov , it's default is 0.6 which is 90 degrees, this is okay for close combat but far away it will cause bots to shoot at the enemy when they see them even when they are facing 45 degrees in the wrong direction. This is to prevent bots doing that, will work on this more though.

edit: my next release will be mainly a bug fix release, with some small additions such as a "fall" waypoint, useful in TF2 where bots can fall if they have high health, still live, but if they have low health, might die...

Posted by: genmac Apr 23 2013, 06:52 AM

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...
IPB Image

IPB Image

Posted by: madmax2 Apr 23 2013, 08:41 AM

genmac beat me to it, nice pics man.. tongue.gif 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?


Posted by: Cheeseh Apr 23 2013, 10:44 AM

QUOTE(genmac @ Apr 23 2013, 07:52 AM) *

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...
IPB Image

IPB Image


hey genmac, what might be happening here is that the bots are moving toward the mg waypoint at an angle, and relasing they are already within distance of the waypoint but at the wrong angle,... to prevent that kind of thing happening create another path before the mg waypoint http://en.wikipedia.org/wiki/Perpendicular to the mg waypoint. wink.gif

they also look around where noises are. e.g. someone shooting.

They also might not be able to see very well so I'm going to work on that

Posted by: genmac Apr 23 2013, 12:57 PM

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.

Posted by: madmax2 Apr 24 2013, 03:52 AM

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..

Posted by: genmac Apr 24 2013, 04:34 AM

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.

Posted by: madmax2 Apr 24 2013, 10:52 AM

Hey Genmac,

Try this out, it's not perfect but it works... smile.gif .. 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 tongue.gif . 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

Posted by: genmac Apr 24 2013, 11:30 AM

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. wink.gif

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.

Posted by: madmax2 Apr 24 2013, 11:18 PM

QUOTE(genmac @ Apr 24 2013, 04:30 AM) *

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. wink.gif

Heh heh, yeah it is some, most maps I waypoint on seem to allways have something that bugs me.. thanks for the demo, slick little way of testing sniper points, I'm going to have to try that out. I assume you had to remove the other spawn points? Once I removed the path down the stairs, testing wasn't taking as long. i've done that before with rcbot1, don't know why i didn't think of it earlier? Maybe to many late nights this week catching up.... tongue.gif

Did you notice when the sniper stands up, the allied bots don't see him to well, if at all? Only when he crouchs do they splatter him with bullets... So I'll try moving those crouch wpts out from the wall, just a bit, to see if they will stay crouched? Then the sniper will have the long view to the corner too. This is the first time I used crouch & jump wpts with rcbot2, i assume they should stay crouched on a crouch wpt, like they do with rcbot1...?

There are a couple other things i may try to do on the rcw, and a couple other problem windows like these 2. Yeah , it seems those sandbags obstruct thier view to much. Probably not worth spending a whole lot more time on, since cheeseh will probably come out with a visibility fix for this sort of thing...

I need to read about the yaw, and how to use it. I used the updateyaw to try & turn the bot as he jumps on the sandbag at that corner window, but i didn't get it right, i guess? Rcbot2 may need a "stay close to" or precision flag, to slow them down at tight turns to jumps, although most the time they seem to do ok without them at tight doors and such... I still got a lot to learn about rcbot2 waypointing, the best way for me is doing it.... smile.gif


Posted by: genmac Apr 25 2013, 05:18 AM

@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 tongue.gif 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:

QUOTE
About spawnpoints: just stand where you want to add a spawnpoint and type in chat !addsp allies or axis (although no matter what team are you using in FFA mode) X amount of times and type !savesp to save them.



Posted by: madmax2 Apr 25 2013, 09:08 AM

@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.. rolleyes.gif

Anyways, maybe i'll get time tomarrow to work on flash some more...

Later ..

Posted by: genmac Apr 25 2013, 11:42 AM

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.

Posted by: madmax2 Apr 30 2013, 09:28 AM

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.. laugh.gif

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... smile.gif

[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

Posted by: genmac Apr 30 2013, 11:32 AM

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.

Posted by: madmax2 Apr 30 2013, 07:51 PM

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 biggrin.gif ...

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?...

QUOTE(genmac @ Apr 30 2013, 04:32 AM) *

The solid player is a bug on dods dm..solution...simply change to ffa then back to tdm...that should make them non solid.

Thanks for tip, in & out of ffa, got it... wink.gif

Man, you are a wptn machine guy smile.gif ... i'll look at dod_sora_b3, and see if it's something I can do? Hope it's not a huge dload... And you guys have the patience for my huge wpting slowness, heheh... might be a week or 2 before I can even start it? & steam client updates don't help me any, might have to switch back to non-steampipe...?

Later...

Posted by: genmac May 1 2013, 04:58 AM

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. tongue.gif

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. biggrin.gif

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!

Posted by: Cheeseh May 1 2013, 06:51 AM

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

Posted by: madmax2 May 1 2013, 06:54 PM

QUOTE(Cheeseh @ Apr 30 2013, 11:51 PM) *

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.

@ Cheeseh

Sure, I'll add more unreachables around the map. I know of 3 more windows at ground level, I can stand next to, shoot at bots feet, they turn & look, but never shoot back, they just run by... I'll let you know what happens... I'll do some sandbag ones too... smile.gif

I'd like to here about this from you, just to be sure. Doe's the order of the areas effect the bot priorities at all? Cause the axis tank defense could use more strength, since the allies protect thier 2nd flag well..
QUOTE

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?...


[edit]

I looked at donner & avalanche unreachables, i got a good idea where to place them on sandbags, low cover & windows. It looks like paths were only used on a few of the high up places, and none on low places.

questions re. unreachables...

1. So, really just those places that are hard for bots to see or are high up, need the paths, right?

2. Is it a waste to put paths to unreachables that are out of visibility range, or does that help bots see them?

3. Is it useful to place unreachables for snipers, to see approaching enemies, and connect paths to those. I did this in the flash rcw, I think it's helping, but not sure?

-------------------------
@ genmac & Cheeseh

I played several 20min games last night on flash (on allied team, 7vs7, evenly matched classes, but not even profiles), with my last posted rcw. the first 2 games was basicly default profiles, it wasn't to hard for me to have the majority of flags most the time. I basicly used the tank path & kept going for the axis first flag. I didn't see as many defenders in the tank area as i was expecting? I kept hiding behind the wall in the corner as axis ran up main path, waiting for my chance to go for the axis first flag. I must of made at least 6 attempts for the flag in the first game, and less in the 2nd game due to tank defense, but I allways got picked off and never got the last flag. Sometimes I would shoot axis in the back there, sometimes not, sometimes I was picked off before making the dash for the flag, and other times i'd run around the corner and one or more would be there to take me out. But as an allied player it wasn't hard to score higher.

Then I changed to genmacs default allied/axis profiles. Now this result was unexpected blink.gif .. in the next 2 games, using the exact same tactics, I easily capped the axis first flag and won both games fairly fast!! So I ran a bots only observation game, and allies owned most the flags for the first half, then axis came back some in second half, but lost. I thought, well this is weird, with the default profiles, axis easily would win all games with this rcw? I think at this point is where i deleted the 4 flash tmp files, then I ran another observation game. The axis did much better this time, soundly scoreing higher than the allies, ran it again, about the same result. But I don't think axis dominated the allies like they were with the default profiles? It seems the cranked up profiles, lessened the axis ability to dominate with this rcw, or it helped the allies? Maybe less proneing was the reason, or i'm not sure if all the profiles were equal? I played a couple more games as an ally, with the new profiles, but couldn't get that last flag, and couldn't get there as frequently, it was harder to get thru middle area, & tank flag defense was a little better, but still felt weak. I still won by higher score though..

I really was wanting to make it much harder for a player to win this from the allied side, all things being equal. Then I was going to tweak it for the allies to balance it out some. So, it seems the profiles that users install, can effect the balance of the rcw? Any suggestions on this, how doe's a waypointer balance a rcw if profiles can have such an effect? Should I go with defaults, or just make sure all profiles are exactly the same, whatever level they are set to?

So, genmac, you may want to wait on testing this rcw, since I will be tweaking this more...

I'll be working on this today... wink.gif

Posted by: genmac May 2 2013, 12:10 AM

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.

Posted by: madmax2 May 2 2013, 01:28 AM

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 laugh.gif ...

Man, on #2 you were really trying hard to get them snipin laugh.gif . Now thats what I call effort laugh.gif .. consecutive unreachables & radi ... tongue.gif

Well this is what i had typed up offline before I read your post...

QUOTE

Here's a couple dods demos for the actual rcbot2 game action around the sniper perch. Its the dod_flash_axis_revenge3 rcw. Place the 2 demo files in your dod folder. Start dods, at main menu press shift&F2 to bring up the player.

The first demo is with the default profiles. The second is with genmac's amped up profiles. my camera work gets a bit wild in the second one... tongue.gif

If you run them in order there shouldn't be any problems. For some reason, the second demo sometimes has a camera view problem from the ceiling. If that happens, just pause the demo, type 10 in the goto field, press the goto button, the demo will restart, press resume, and the camera position will be corrected....

Bad Link Removed

[edit]

I ran a few more bot only test games today, after deleting the rcbot2 dod_flash tmp files. Again the axis did good, they capped all the flags & won on the first game! So maybe this was part of the problem, not deleting the bot tmp files when i changed the profiles? But i also noticed when the allies get an mg at that tree next to thier 2nd flag, they can score higher & win with turned up profiles, this didn't seem to happen with default profiles, probably the allied mg's increased accuracy just makes them own that area..

I don't think this has anything to do with it, but I found one profile in genmacs defaults that was different than the rest (allies15), so i just set it to the same level as the rest, so all will be equal. I'll test with these profiles & the defaults both from now on, just need to remember to delete tmp files when switching, i guess...

I still want to hear your input/comments....


And cheeseh, still want to know about the areas question above, and if you can add anything to what genmac said? thanks smile.gif
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1761&view=findpost&p=11654

Posted by: Cheeseh May 2 2013, 10:13 AM

QUOTE(madmax2 @ May 2 2013, 02:28 AM) *

And cheeseh, still want to know about the areas question above, and if you can add anything to what genmac said? thanks smile.gif
http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1761&view=findpost&p=11654


Well I wouldn't really change the areas because the areas are automatically added to the capture points based on the flag ID in the dod:s mod. So the areas should reflect the same flag ID in the dod:s map by the map owner.

If you change the ID's then bots will try to go to the wrong flag if they want to attack or defend so I wouldn't advise changing the areas. I'd advise maybe moving some of them within sights of other flags but also in a good defense position.

Posted by: madmax2 May 2 2013, 05:21 PM

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 laugh.gif . 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. smile.gif

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...

Posted by: madmax2 May 3 2013, 07:22 AM

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...

Bad Link Removed

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?

Bad Link Removed

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...! blink.gif

Bad Link Removed

genmac, this could be the same thing thats happening on that barred window in dod_stug, that you mentioned?

Posted by: genmac May 3 2013, 12:19 PM

yeah max, bots can't see beyond a window or anything with bars and stuff in front them unless their funk_illusionary.




Posted by: madmax2 May 3 2013, 09:33 PM

So, i guess for now, we just waypoint around the problem... Until cheeseh can resolve the vision problems with windows? unsure.gif 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... smile.gif

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... dry.gif



Posted by: Cheeseh May 4 2013, 02:32 AM

QUOTE(madmax2 @ May 3 2013, 10:33 PM) *

So, i guess for now, we just waypoint around the problem... Until cheeseh can resolve the vision problems with windows? unsure.gif 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... smile.gif

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... dry.gif


for some reason the traceline that is fired to check visibility hits worldspawn, that means there is no entity in the way of the vision, but just the world itself. maybe the traceline flags need to be changed for dod:s .... really need more coding help, bots-united forums has been dead for a long time

Posted by: genmac May 4 2013, 04:09 AM

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.


Posted by: Cheeseh May 4 2013, 04:42 AM

QUOTE(genmac @ May 4 2013, 05:09 AM) *

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.


i fixed it! for next version bots will be able to look out windows without any side effects hopefully...! I had a look at that source before, it uses the nav mesh but haven't look at it much more

Posted by: genmac May 4 2013, 05:07 AM

cool! Can't wait for next release hehe.

Posted by: Cheeseh May 4 2013, 09:20 AM

QUOTE(genmac @ May 4 2013, 06:07 AM) *

cool! Can't wait for next release hehe.


try this beta dll for 0.73 and let me know if there are any issues before I release the full zip!

http://rcbot.bots-united.com/downloads/RCBot2_073BetaDLL.zip

Posted by: genmac May 4 2013, 10:42 AM

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.

Posted by: madmax2 May 6 2013, 12:13 AM

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....

---------------------------
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...
---------------------------

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 wink.gif

[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... tongue.gif

[edit 9-24-13] Use one of the rcw's found here instead... wink.gif

http://rcbot.bots-united.com/forums/index.php?s=&showtopic=1699&view=findpost&p=12343

Posted by: genmac May 6 2013, 12:35 AM

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 smile.gif

Posted by: Sampson Aug 11 2013, 09:09 PM

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

Posted by: madmax2 Aug 11 2013, 10:46 PM

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... wink.gif

[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

Posted by: Sampson Aug 11 2013, 11:09 PM

QUOTE(madmax2 @ Aug 11 2013, 10:46 PM) *

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...

max


Thank you madmax2, yeah I'm on windows and all my settings are set at 417. My bots were crashing before I put them on 417 but now, for example, on avalanche both teams run sideways until they reach the center...then they just start shooting at walls, not even at each other. I'm not sure how to fix this.

edit: Fixed by using madmax2's config.ini, still not sure what was wrong with mine but thanks!

edit2: Bots were working until I changed the names, bravery etc in the profiles.
An edited profile looks like this:
# Bot Profile id = 11 : generated by RCBot2 Launcher
name = Captain Speirs
visionticks_clients = 4
visionticks = 20
pathticks = 40
braveness = 100
aimskill = 54
sensitivity = 8
model = models/police.mdl
class = 1
team = 2

His information loads ok but all 20 bots like this won't rotate directions and shoot at walls. Even with madmax2's config.ini settings it broke again somehow. What's the deal with that?
-----------------------------------------------------------------------------------------------------------------------

Edit3: I finally figured out the problem. When I put the settings on the bot launcher, I put the anglespeed all the way down and this puts it at 0, not 0.01 etc...so they can't turn at all lol. Everything works now, thanks.

Posted by: genmac Nov 24 2014, 01:28 AM

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.