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RCBot Forums _ RCBot 2 Waypoints _ Desired Additions to Waypoint Editing

Posted by: Cheeseh Jul 12 2009, 07:01 PM

Hi all.

I am willing to accept some additions to the waypoint editing to make making waypoints easier.

At the moment I added a "copy" and "paste" function for the next version,

I also added drawtype 2 which shows waypoint info on every nearby waypoint, which can be useful

but anymore simple to implement additions are welcome that can help with editing waypoints.

Posted by: Fillmore Jul 12 2009, 07:31 PM

QUOTE(Cheeseh @ Jul 12 2009, 07:01 PM) *

Hi all.

I am willing to accept some additions to the waypoint editing to make making waypoints easier.

At the moment I added a "copy" and "paste" function for the next version,

I also added drawtype 2 which shows waypoint info on every nearby waypoint, which can be useful

but anymore simple to implement additions are welcome that can help with editing waypoints.

Will you try to add multiperson waypointing for listen servers?

Posted by: Cheeseh Jul 12 2009, 11:35 PM

QUOTE(Fillmore @ Jul 12 2009, 08:31 PM) *

Will you try to add multiperson waypointing for listen servers?

Unfortunately I can't do that due to engine limitations. It is limited to only the listen server host player at the moment. Until valve change their effects code...

Posted by: Geralt Jul 12 2009, 11:37 PM

It would be handy to have a command that can move an already placed waypoint, while keeping the links. (Hover over waypoint, type in command, move to another position, type command again, waypoint moves to that position keeping the same links.)

Posted by: Cheeseh Jul 13 2009, 01:07 AM

QUOTE(Geralt @ Jul 13 2009, 12:37 AM) *

It would be handy to have a command that can move an already placed waypoint, while keeping the links. (Hover over waypoint, type in command, move to another position, type command again, waypoint moves to that position keeping the same links.)

Hi geralt . Yeah seems like a good idea .

Sjru . U think u should make a new thread with your suggestions as they are not particularly relevant to the actual editing of waypoints smile.gif but they are important suggestions I think u should put them in a new thread

Posted by: Cheeseh Jul 13 2009, 02:20 PM

QUOTE(Cheeseh @ Jul 13 2009, 02:07 AM) *

Hi geralt . Yeah seems like a good idea .

Sjru . U think u should make a new thread with your suggestions as they are not particularly relevant to the actual editing of waypoints smile.gif but they are important suggestions I think u should put them in a new thread

Sjru and Fillmore, I splt the topic and made a new topic, because they are for different types of additions, as this is for waypoint editing. here it is:
http://rcbot.bots-united.com/forums/index.php?showtopic=1242

Posted by: Sjru Jul 14 2009, 12:22 AM

Hi there, if that's the case, can you add autowaypointing features?
Because i didn't found any.

Autowaypoint should be great to do the first waypoint thing, later cleaning. (or to waypoint large areas fast)

Posted by: Fillmore Jul 14 2009, 12:17 PM

QUOTE(Cheeseh @ Jul 12 2009, 11:35 PM) *

Unfortunately I can't do that due to engine limitations. It is limited to only the listen server host player at the moment. Until valve change their effects code...

I noticed you can waypoint with more than one person. Because he can't see the waypoints, I have to follow him every once in a while.
He can't give types to waypoints either.

Posted by: MiroslavR Aug 24 2009, 12:33 AM

QUOTE(Sjru @ Jul 14 2009, 02:22 AM) *

Hi there, if that's the case, can you add autowaypointing features?
Because i didn't found any.

Autowaypoint should be great to do the first waypoint thing, later cleaning. (or to waypoint large areas fast)

I don't know if Sjru means waypoint autogenerate or autowaypoint just like in HPB Bots. Anyway, if he means that second (original HPB Bot autowaypoint - put automatically waypoint, where you stand, only if you are far from other waypoints near you at maximum distance between waypoints, so you don't have to place them manually on huge empty places - useful thingy), I agree with him. You should do that, it'd easier for anyone and waypoints would look nicer biggrin.gif !

Posted by: wyn10 Sep 2 2009, 11:58 PM

Add a function to add easy waypointing for cp maps.

Ex: For the red team you would make a waypoint of each cp and name it cp1 for it to go too.

Or just give a waypoint the type for capping a point without needing to make a script.

Posted by: Cheeseh Sep 3 2009, 07:07 PM

QUOTE(wyn10 @ Sep 3 2009, 12:58 AM) *

Add a function to add easy waypointing for cp maps.

Ex: For the red team you would make a waypoint of each cp and name it cp1 for it to go too.

Or just give a waypoint the type for capping a point without needing to make a script.

Yeah I was also thinking about that.

Although in the mean time you can create a CP point and just use "rcbot wayponit copy" and paste it on each CP point to save time.

Posted by: DrPuffinKind Sep 4 2009, 06:03 PM

i would like a way to force bots to focus on uncapped points before falling into the normal cap/defend scripting... on many custom maps the 2 teams start each owning a point and there are 1 to 5 uncapped points that they race to cap before fighting to gain control over the rest... with one uncapped point this is ok, but with more u face a problem... if u script the bots to defend/attack as normal, as soon a team caps a point the other team runs to attack that point, or just mills about (depending on areas and such)... if u take that mandatory defend line out of the script (this is how i got cp_orange_x3 to work) the bots push through the rotation to ultimately finish the map by capping all points, but the game is decided by who capped the middle point first... that team will focus on attacking next point and defending middle point, but opposition will not defend previous points so they will ultimately lose... most of the time....

am i overlooking an approach to this problem?... maybe... im new to this...

if not, then a waypoint that took precedence over the defend command until all uncapped points have been capped, would be sweet..

my 2 cents

edit: would also be nice if there was a way to direct snipers to aim in a general direction... maybe a special waypoint that links to a certain sniping point and the snipers point at it... or some such thing...

Posted by: Fillmore Sep 12 2009, 06:48 PM

QUOTE(DrPuffinKind @ Sep 4 2009, 06:03 PM) *

i would like a way to force bots to focus on uncapped points before falling into the normal cap/defend scripting... on many custom maps the 2 teams start each owning a point and there are 1 to 5 uncapped points that they race to cap before fighting to gain control over the rest... with one uncapped point this is ok, but with more u face a problem... if u script the bots to defend/attack as normal, as soon a team caps a point the other team runs to attack that point, or just mills about (depending on areas and such)... if u take that mandatory defend line out of the script (this is how i got cp_orange_x3 to work) the bots push through the rotation to ultimately finish the map by capping all points, but the game is decided by who capped the middle point first... that team will focus on attacking next point and defending middle point, but opposition will not defend previous points so they will ultimately lose... most of the time....

am i overlooking an approach to this problem?... maybe... im new to this...

if not, then a waypoint that took precedence over the defend command until all uncapped points have been capped, would be sweet..

my 2 cents

edit: would also be nice if there was a way to direct snipers to aim in a general direction... maybe a special waypoint that links to a certain sniping point and the snipers point at it... or some such thing...

"Sniper"givetype used to do that,but after adding the "bots look around" thing,snipers don't aim where their supposed to,instead they aim all over the place.
And for your removal of "defend"
When bots aren't told to defend points,they bumrush the other point they want to cap next.
defend's a good thing to have,but it can strech out some maps for almost an eternity(I waypointed and scripted orange_x with defend spots,game ended after a 45 min Overtime)Bots don't react(in time) to enemy bots spawning right in their face,and blowing them into oblivion.

Posted by: DrPuffinKind Sep 12 2009, 08:04 PM

QUOTE(Fillmore @ Sep 12 2009, 02:48 PM) *

"Sniper"givetype used to do that,but after adding the "bots look around" thing,snipers don't aim where their supposed to,instead they aim all over the place.
And for your removal of "defend"
When bots aren't told to defend points,they bumrush the other point they want to cap next.
defend's a good thing to have,but it can strech out some maps for almost an eternity(I waypointed and scripted orange_x with defend spots,game ended after a 45 min Overtime)Bots don't react(in time) to enemy bots spawning right in their face,and blowing them into oblivion.

u miss understould me... i just want the defend command ignored until all but one point is owned by someone... that way they will "bumrush next point until they come together... then they fall back into a more traditional attack defend behavior... i sort of worked it out in the orang3_x3 and purple_x postings i released... but its sort of hacked up and could work a bit better with the changes i mentioned above... its ok though... a match with 8 bots (4 on 4) takes 15 - 20 minutes on either map on my server... (i imagine results varry with spawn times and other mods)

Posted by: Rhett Sep 28 2009, 04:53 AM

Nice =P

Didn't see anything like this, so, as I just started waypointing myself...

What about a command to disable all connections to the waypoint you're standing on?

both to and from (or an option for either?)

Would really be handy, especially if placing a waypoint that's in the middle of 5+ waypoints.


Thankya!

Posted by: NifesNforks Oct 2 2009, 01:38 PM

I think its "rcbot pathwaypoint disable", and when you want some autowaypointing, just turn the disable into enable.

Posted by: Cheeseh Oct 2 2009, 02:10 PM

QUOTE(Rhett @ Sep 28 2009, 05:53 AM) *

Nice =P

Didn't see anything like this, so, as I just started waypointing myself...

What about a command to disable all connections to the waypoint you're standing on?

both to and from (or an option for either?)

Would really be handy, especially if placing a waypoint that's in the middle of 5+ waypoints.
Thankya!

Thats'

rcbot pathwaypoint deleteto

and

rcbot pathwaypoint deletefrom


Posted by: NifesNforks Oct 2 2009, 03:49 PM

Ah, that kind of disable all connections, my bad.

Posted by: Rudolf_Hess Oct 30 2009, 08:23 PM

Waypoint menu of sorts

Dunno if these are needed or allready in

Autowaypoint on/off
Pathwaypoint create 1/2
Precsion Waypoint
Crouchjump waypoint
Autopath on/off
Pathwaypoint remove 1/2
Waypoint team specific on/off
Waypoint combine/merge

I'm guessing for unbalaced maps it could be possible for one person useing Waypoint team specific to do waypoints for one team then other person could do other teams waypoints then combine them?

Posted by: der.zoomer Nov 8 2009, 12:58 PM

+ also show connections between path nodes that are connected to the current pathnode you are standing on (maybe controlled by a cvar and in a different color)

+ auto show info about a path node you are standing on (no more manual rcbot waypoint info)

Posted by: Cheeseh Nov 9 2009, 08:12 PM

QUOTE(der.zoomer @ Nov 8 2009, 12:58 PM) *

+ auto show info about a path node you are standing on (no more manual rcbot waypoint info)


use...

rcbot waypoint drawtype 2

for this feature

but the first suggestion is good also, i have a lot of features to add . smile.gif

Posted by: der.zoomer Nov 16 2009, 04:03 PM

A nice addition for waypointing would be a waypoint you can create where you are standing, without it automatically connecting to other waypoints.

So say you do: rcbot waypoint createmanual
it just puts a waypoint there, it doesnt connect it to nearby waypoints.
This could be helpful for certain areas with lots of waypoints nearby which should not be connected, saving work to unconnect them later...

Posted by: Cheeseh Nov 16 2009, 05:02 PM

QUOTE(der.zoomer @ Nov 16 2009, 04:03 PM) *

A nice addition for waypointing would be a waypoint you can create where you are standing, without it automatically connecting to other waypoints.

So say you do: rcbot waypoint createmanual
it just puts a waypoint there, it doesnt connect it to nearby waypoints.
This could be helpful for certain areas with lots of waypoints nearby which should not be connected, saving work to unconnect them later...

you can do this with rcbot pathwaypoint disable

or

rcbot_wpt_dist 0

Posted by: der.zoomer Nov 29 2009, 02:04 PM

Another suggestion: command to reload scripts

Posted by: Sjru Dec 8 2009, 01:10 AM

Could you release a feature that can customize the wide and long of the radius waypoints?
Not just fixed size squares, so I can make a waypoint to fit a simple room without need to add another one.

Another feature: A control waypoint, (or a map cvar, .cfg or something like that) to set the map goal, so you can waypoint hybrid maps (CP with CTF) without having to rely on the name of the map. Also handy to prevent renaming a map if it is not labeled correctly.
Should you decide to do this, you would need to make clear differences with "capture" waypoints, which are flag capture points and which are "capture points".
Regards.

Posted by: DrPuffinKind Dec 8 2009, 02:13 PM

QUOTE(Sjru @ Dec 7 2009, 08:10 PM) *

Could you release a feature that can customize the wide and long of the radius waypoints?
Not just fixed size squares, so I can make a waypoint to fit a simple room without need to add another one.




this feature has been part of the waypoints for many versions already... i suggest you study the waypointing tuts and related forums a little more... they are not organised the best, but all your questions will be answered in there somewhere...

smile.gif