RCBot Beta 0.51, only with scripting for cp_dustbowl, cp_badlands, cp_granary |
RCBot Beta 0.51, only with scripting for cp_dustbowl, cp_badlands, cp_granary |
Cheeseh |
Jul 25 2009, 11:23 PM
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#1
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
please see,
https://sourceforge.net/projects/rcbot2/fil...ta.zip/download I basically need people to try this, and work with new waypoints and make scripts for their waypoints. See http://rcbot.bots-united.com/forums/index.php?showtopic=1235 about scripting. Basically need MORE waypointers, scripters etc before it can be really useful, and a lot of feedback. QUOTE 0.51 - supports latest classless update - supports capturing on KOTH maps - supports capturing on ARENA maps 0.5 - readded an 'altered' bot belief waypoint system - fixed a general crash - fixed an engineer building crash - rcbot waypoint cut - rcbot waypoint copy - rcbot waypoint paste - performance command rcbot_visrevs (default 8, 8 maybe good enough) *REDUCED VALUE* - performance command rcbot_pathrevs (default 40, 20 maybe good enough) *REDUCED VALUE* - new "areaonly" waypoint type - new rcbot waypoint drawtype 2 - added scripting for CP/PL maps (currently supported: cp_dustbowl/granary/badlands) - PLR support - added profiling for developers (rcbot debug profile) - Reduced Bot FOV to more realistic value - changed attacking code. attack code is now non-task based and runs simultaneously with bot tasks - changed spy attack code - added better bot choice of enemy, e.g. flag carriers have higher priority/ and spies/medics issues: engineers can't select wrench sometimes spy attack still not perfect please download from sourceforge.net Download Now! RCBot2 0.51 Beta (486.6 KiB) |
mehdichallenger |
Jul 28 2009, 09:38 AM
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#2
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Member Group: Members Posts: 27 Joined: 16-April 09 From: iran Member No.: 1,523 |
does this version work with cp_gravelpit ?
i can't create script for cp_gravelpit |
Fillmore |
Jul 28 2009, 12:36 PM
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#3
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RCBot Guru Group: Waypointers Posts: 447 Joined: 1-April 09 Member No.: 1,511 |
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mehdichallenger |
Jul 28 2009, 12:41 PM
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#4
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Member Group: Members Posts: 27 Joined: 16-April 09 From: iran Member No.: 1,523 |
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Cheeseh |
Jul 28 2009, 02:23 PM
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#5
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
can you help me with this script? The scripting at the moment isnt perfect, because with gravelpit there are two CPS that blue can attack you can either make the cps at the start have the same area, or give them different areas and make blue attack and red defend one out of the 2 available CP points at the start of the map :on_reset: blue_attack:1 blue_defend:0 red_defend:1 red_attack:0 you will need to get the CP names to do the rest and write :on_blue_cap:<CP NAME> # do other stuff here get the CP Name from using rcbot debug gameevent 1 and capture the point yourself Here is the screen shot of what I'm talking about. This is on my paid hosting server. To create a rcbot2 dir, I go to root "/" and try to mkdir rcbot2. Result: access denied. If the rcbot2 directory was inside the application directory, in this case, inside the directory of 67.201.15.143_port_27015, I would be able to create the rcbot2 directory. Do you see the problem? Most if not all hosting companies will not let you outside of your home directory (your personal root level) with any sort of write (or read for that matter) privileges. This is going to be the case for TF2 as well. And lastly, in a hosted situation, you couldn't simply nest the folders deeper in the tree because the hosting companies manage how you start, stop, reset, etc, the server. It expects to see the application folders as shown or it won't work. So what this means to your mod is, only admins who own their own servers and have full read/write permissions can install RCBOT2 on their servers. Cheers Fusionhead yes well you need access to the root folder where the MOD folders are e.g. where "team fortress 2" folder exists. So yes you need access to your own server to do this unfortunately. Also this version is for Orange Box, so thats why I guess it wont work for HL2DM, unless Hl2DM is converted to orange box |
Fusionhead |
Jul 30 2009, 02:41 AM
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#6
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Member Group: Members Posts: 11 Joined: 18-March 07 Member No.: 1,075 |
Well, I finally got my hosting company to come up with a solution for me. This solution is relavent for TF2 as well! We ended up nesting the whole game application (steam_root/hl2dm) another layer deeper so that the rcbot2 folder could be located in my personal root where I had read/write permissions. This was a royal pain in the butt getting them to see things my way but it finally happened. In the end, lowpings.net came through for me as a hosting provider. I should also point out that using the above approach, is difficult and auto updates cannot be made. I will have to maintain an exact copy on a test server, do all my updates there and simply FTP the whole image up when I want to do a steam update. To facilitated hosted server, Cheeseh I think will entertain changing his mod to allow other locations for rcbot2 and alternate game server directory naming convention. If can make the change for hl2dm versions, I'll do it and post it here.
I almost forgot that the other requirement is that your game server directory must be named "source dedicated server" otherwise the bots are there with their names but do not move or shoot (zombies). I'm not sure if this is still a requirement with the new version but just in case someone runs into zombie bots. See the above directory tree that I posted for a visual of what I'm describing. Anyone wanting to check out a hl2dm rc2bot server in action, check out steam://connect/67.201.15.143:27015 (HalfLife2 Deathmatch) Cheers, -Fusionhead |
Cheeseh |
Jul 30 2009, 09:43 AM
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#7
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Admin Group: Admin Posts: 3,056 Joined: 11-September 03 From: uk Member No.: 1 |
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