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> Stock map wpts Update, ready for some TDM action!
genmac
post Feb 19 2013, 06:23 AM
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I updated the stock map wpts so their suited as well for TDM or FFA (not supported yet) gametypes just the way Cheeseh wpted
the other stock maps the old fashion way instead of just waypointing the obvious paths the bots will often use. For TDM or FFA I need to add wpts to hidden or open spaces or corners where spawn points for this modes are basically put in place where the player should be safe enough before joining the battle again
so wpts that aren't necessarily needed in normal DODS are needed now for tdm or ffa.

Here's where you can get the dods deathmatch plugin and necessary files.
https://forums.alliedmods.net/showthread.php?p=1697565

If you're too lazy to gather all the files here's an all in one ready to use package...
This is dods_deathmatch version 3.1 along all required files to make it work like:
- metamod 1.9.1
- sourcemod snapshot version 1.5.0
etc...
http://www.mediafire.com/?givvv6vjg7v46my
by the default will run in FFA mode so just configure the... dod_deathmatch.cfg ....found in ..dod/cfg/sourcemod folder ...to make it in TDM mode.
can't guarantee though if this will work for everyone but at least it's a start for the uninitiated.

So far the bots are perfect in TDM. For pure FFA we'll just have to wait until Cheeseh added an ffa feature.

Bugs
- it crashes when adding or kicking bots in FFA mode -
- in tdm after awhile the game starts to lag a lot so either a plugin bug or vice versa
- the bots are now solid players from each other,
but anyway it's a refreshing way to play dods instead of always waiting and spawning in the same place over and over.


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Attached File  rcbot2_5stockmapswpts_dods.rar ( 24.19k ) Number of downloads: 231
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Cheeseh
post Apr 14 2013, 10:10 AM
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Just a note about dod_flash, not sure if its this version but i think its incomplete . The sniper points etc need areas that correspond to the defending or attacking flags area
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genmac
post Apr 14 2013, 02:18 PM
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Will check that out and finetune it as this was originally wpted by Testery I just added wpts on places where normally bots don't have to go in normal game mode but the wpts are directed outward so bots spawning in tdm or ffa mode can move ahead.
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madmax2
post Apr 14 2013, 07:36 PM
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Hey genmac,

You may want to look at this while you are at it, this is for normal dod games...

I was going to report this yesterday for the rcw with .72 (which is testerYYY's original), but I waited till I could try the flash rcw from this pack. They still seem to be doing this with the updated rcw:

(testerYYY's original rcw)
While on the waypoint subject on this map (flash), in normal dod mode, i've also noticed the axis seem to camp near thier first flag a lot, they hang out near the short low wall just beyond the flag. Last night when I was first testing metamods/sm, I wasn't helping the allies at all, the allies were one player shy from the axis team, and the allies seemed to have no problem pushing the axis back to thier last flag & holding them there.

Here's a pic and some updated observations I did this morning with the newer rcw:

http://www.fileden.com/files/2012/7/14/332...d_flashaxis.jpg

The axis do collect here a lot, they often go to the post & look at the ground, then they go over by the short wall and look at the ground too. This is most noticable when they get backed up to thier last flag. once they cap the tank flag they move out better, but I often see axis bots retreating back to this area. Which is effecting thier ability to recap flags. The allies don't seem to be having this problem, they keep moving forward.

Again, this morning, with 6vs6 bots, at beginning of the match, the axis pushed the allies back to 1 flag, but the allies could recover & pushed the axis back to 1 flag, but the axis could only cap the tank flag, then they would lose that, because they keep retreating to this area.

So, the axis seem to be quick starter's, but can't recover well if pushed back....

I'm using min/max, so the team classes are not evenly matched, but I still think this is a problem for balance...

Hope this helps... wink.gif
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Cheeseh
post Apr 14 2013, 10:14 PM
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The reason is there are no defend waypoints for the flag . I have already made some changes...tongue.gif it needed defend waypoints for each flag, area for machinegun and sniper waypoints, and radius still needs some editing though, could push some defend waypoints a bit closer to the next flag so that they are defending the alley towards the flag, it might force them to push up more


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Attached File  dod_flash.zip ( 6.28k ) Number of downloads: 165
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genmac
post Apr 15 2013, 02:39 AM
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@Cheeseh, hehe nice! will edit some of it's radius then and probably add some few proned sniper/machine gunners.

@madmax...well bulk of the wpts there are placed by testery and last time I tested it didn't noticed that axis behavior as if.... "ohh we're so afraid to do further battle so let's just chat here german mates", lol.

will finetune the wpts for it today or probably re-do most of it since I notice to make both teams more aggressive it's better to wpt the entire map in one direction as in the allies or axis direction well I mostly wpt the map in the allies direction unless the map is obviously very balanced or very symmetric like those orange maps you can easily learn the map and wpt it very evenly....so will test it first using Cheeseh updated wpt.
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madmax2
post Apr 15 2013, 06:50 PM
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@genmac
Heh heh.. Or maybe those axis were just taking a coffee break that morning.. Sounds like you will have this fixed up shortly, so I will wait and see what you come up with... smile.gif

@anyone...
I tried Cheeseh's flash update, seems better than it was before, at axis first flag, bots move out a little faster. I don't see axis looking at ground at those 2 points i mentioned, and I really liked seeing the machine gunner using the low wall there. Axis were able to recover once or twice, and move forward, in 3 games. Allthough, Allies score 3 to 1 over axis still..

Just for my own education and discussion purposes:

The axis bots still seem to spend a lot of time near thier first flag, could simpley reducing the number of defend waypoints in the area solve this, and get them more on the offense? Although I see bots doubling up sometimes, so not sure that would work? Bots now stop a lot over by the stairs on right and door on left, waiting for enemies for a short time, just seems to slow them down, to me...

Seems like the machine gunner can almost hold the flag by himself. And the sniper in my pic, seemed to never leave that position, I thought he was stuck, I finally saw him move after getting shot. I also saw 2 snipers at that point for like 5 minutes, and an allied guy got almost up to the low wall, the snipers appeared to be aiming at him but would not shoot (maybe a bad angle, not sure), he killed them both with a grenade.. I think I would prefer the machine gunner here, and the sniper position removed, if I was doing it... Sniper doe's have a long view from there, & takes out enemies, though... so maybe its ok? rolleyes.gif

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genmac
post Apr 16 2013, 04:00 AM
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@madmax ...Awesome observation there bro hehe and you're totally right seems the axis
likes having too much coffee break under that little woodshed probably the map has too much sunshine LOL!

Anyway I've removed all the wpts under the axis woodshed and simply placed a machinegunner on the smaller broken fence or wall near it. So finetuned, repositioned, added corresponding area wpts for sniper/machingunners, angle adjustment and deleted some of the unnecessary wpts for normal or tdm/ffa mode
so the wpts and paths looks less cluttered and more directive on bots navigation and flag capture. I'll probably re-wpt the entire map starting from scratch since I kinda like this map now hehe but better test this wpt first.

One thing I notice on either team when all 4 consecutive flags have been captured they seem to just defend the last flag near them and takes some coffee break at a certain wpt lol before moving on.

Also better to delete all related dod_flash wpts like those rcv, rcd and rcb etc just to make sure it create fresher new ones using the rcw only. It helps bot navigation making them more aggressive when it creates new ones...though hope Cheeseh tells us what's most of those does.

Again do report back if the wpt I edited has some improvements and flaws.
Tnx hehe!


Attached File(s)
Attached File  dod_flash_april15_2013_update.rar ( 5.08k ) Number of downloads: 175
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madmax2
post Apr 16 2013, 07:24 AM
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QUOTE
Anyway I've removed all the wpts under the axis woodshed and simply placed a machinegunner on the smaller broken fence or wall near it. So finetuned, repositioned, added corresponding area wpts for sniper/machingunners, angle adjustment and deleted some of the unnecessary wpts for normal or tdm/ffa mode
so the wpts and paths looks less cluttered and more directive on bots navigation and flag capture.


Sounds good genmac, I'll be checking this out sometime tomarrow, between RL stuff... yeah, we can't have them bots taking coffee breaks on our time... tongue.gif

Thanks man...

[edit] yee haa.. leveled up, I'm a Fan now, heh heh.....
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genmac
post Apr 17 2013, 04:51 AM
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Ok here's a more improve dod_flash wpts.
Wpt radius are now set and added more sniper/machinegunners with correct area no. near the flags outside the village.


Attached File(s)
Attached File  dod_flash_april17_2013_update.rar ( 5.11k ) Number of downloads: 175
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