[Release] Suspension Waypoint, rcwa for sc5.x |
[Release] Suspension Waypoint, rcwa for sc5.x |
madmax2 |
Dec 31 2018, 09:45 PM
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#1
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Happy New Year
A new RCbot Angelscript waypoint for the map Suspension by Hezus The waypoint is still a WIP, but the whole map is waypointed. The map was a bit of a challenge to wpt without notouch, as each area is seperated by teleports/warpzones. Now that the whole map is waypointed, I may want to recheck the spawn area, see if it can be improved. It works ok, but I wasn't sure if connecting a path all the way from the spawn area would work, it just uses an important wpt in the center to pull the bots in. I'm not sure if the osprey area moves to different locations? If not I probably could connect through the osprey, there are no wpts there atm... I still need to put in some unreachables too. ================= Update - Release2 ================= A bunch of additions & fix's... All ceiling turrets and a couple mini turrets have unreachable wpts now. The Apache path has them too. Most all Resupply crates have ammo wpts now. I skipped the first explosive crate because all bot classes will try to use them, but only engineers get ammo/explosives from them. Bots get slaughtered at the first explosive resupply crate, the other 2 are not a big issue or are better protected so engineers can use them, not that they can use trip-mines or satchel charges, yet... Bots can use all ladders fairly well now without taking fall damage. The last ladder was the biggest problem, it looks sloppy, but bots can get up and down it much better, even if there are collisions. This and another ladder have been completely reworked... The last ladder seems slippery to the bots, they want to skew to the left or right depending on how the wpts are placed, but it works well enough now... Did a number of wpt/path edits for better bot movement and to use cover places better... This may be the final release? There are some minor issues I'll post about later. Kinda want to work on other wpts before doing any more updates to this one... [Edit 11-23-20] For RCbot_AS builds Aug 14, 2020 or older. For newer builds get the rcwa in the hotfix_crouchjump_rcwa_pack.zip in main topic here: http://rcbot.bots-united.com/forums/index....ost&p=15252 Attached File(s) suspension_rcwa3.zip ( 5.39k ) Number of downloads: 249 |
madmax2 |
Jan 3 2019, 06:57 PM
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#2
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RCBot Guru Group: Waypointers Posts: 957 Joined: 2-March 12 From: USA, WA state Member No.: 2,162 |
Bump...
QUOTE [EDIT] My mistake, they do attack both types of grunts. I think because bots are so intent on attacking the tanks they seem to ignor the nearby enemys at times. Seems like attacking breakables(tanks) is a higher priority than defending themselves from nearby enemies? I'm still testing the explosives on tanks issue. I did see one bot shoot an RPG in direction of a tank when I teleported it to the area... It's almost as if the bots vision is to narrow, they see the breakables very well from a distance and sometimes attack other enemies that are between them & the breakable(tank), but don't see other enemies nearby that would be more of a threat. But this is with notarget on them, so they are not under attack from those enemies, which I assume could make a difference in how they respond. I remember seeing this behavior in other maps, but I should do more normal testing without notarget on the bots. As for using explosives on the tanks, debug did show me they were probably running out of RPG ammo before they got to the tank, they would use it up on the turrets or other enemies first. But i'll try teleporting RPG bots & maybe give them extra ammo. I think the grenades could be the same thing, running out of ammo, using it up on other enemies? |
Cheeseh |
Jan 3 2019, 10:48 PM
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#3
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
CODE /** Smaller factors are better */ float getEnemyFactor ( CBaseEntity@ entity ) { float fFactor = distanceFrom(entity.pev.origin) * entity.pev.size.Length(); if ( entity.GetClassname() == "func_breakable" ) fFactor *= 2; else if ( entity.GetClassname() == "monster_male_assassin" ) fFactor /= 2; return fFactor; } Bots should focus less on breakables hence the above code.... their vision is dependent on the engine fov. Once they choose an enemy they may flick between others if there is another with a lower enemy factor (such as distance). The bigger the enemy the more likely the bot will attack even if it is further away. Male assassins have more priority as they snipe. I haven't been able to find a flag that lets bots know if breakables can only be broken by explosives, once I find that I can make bots keep their explosives until then. BTW I've added scientist and barney waypoints now, they must be on important waypoints to work. also notouch is fixed so you stay as spectator now |
Cheeseh |
Jan 4 2019, 05:33 PM
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#4
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
Update: I've just fixed the bots now so they only use explosives against breakables that require explosives to break
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