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RCBot Forums > Waypoints > Svencoop 5 Angelscript .rcwa
madmax2
A new WIP rcwa, bots can reach the end of map with player help. I don't have them doing everything. I left the upper platform at the transmitter for players, bots won't won't go up there. Bots are not wayointed to turn off any steam pipes.

I'm still trying to fix a few things & tweak it a bit. They move though the map ok now, but bots will run back and forth in some areas to much and not constantly move forward (retreat from combat). It has to do with the map design, where you must backtrack through areas you have already visited and back to the start of the map. I think its ok with 2 or 3 bots, or you could order a bot to follow you with say command. I used some extra important and fake ammo/health/armor waypoints, sorta like navigation points and it did help with this issue, somewhat.

Bots can press most buttons, but will be slower than a player. There are things bots can do, like ride the cargo mover, fairly well.

The rcwa probably could benefit from a script, but I don't think I'm going to do that right now, perhaps later?

Feel free to give some feedback on the rcwa or any bugs you see, or any request to change it (like stop bots from ending the map, or end the map fast). The End waypoint is not at the end point (garg room) of the map, but bots will still trigger the end sequences.

Anyways, try it out and have fun with it... smile.gif

See here for the latest waypoints:
http://rcbot.bots-united.com/forums/index....ost&p=15192

Original first Release:
Click to view attachment
madmax2
[edit 5-1-20] Well I play tested this last night with 2 bots and was a bit disappointed sad.gif . Felt like I was always waiting for the bots. Guess it did not need all the wait waypoints? Bots keep running backwards for health, armor, ammo, or weapons, so I may need to remove some of that? I have a couple ideas on how to make it better short of making a script (or maybe i'll just make a script?). It may take a week or two?
Cheeseh
QUOTE(madmax2 @ May 1 2020, 07:21 PM) *

[edit 5-1-20] Well I play tested this last night with 2 bots and was a bit disappointed sad.gif . Felt like I was always waiting for the bots. Guess it did not need all the wait waypoints? Bots keep running backwards for health, armor, ammo, or weapons, so I may need to remove some of that? I have a couple ideas on how to make it better short of making a script (or maybe i'll just make a script?). It may take a week or two?

I think a script would improve it considerably as the bots are kind of aimless without it to be honest, they will revisit several places without one
madmax2
QUOTE(Cheeseh @ Jun 13 2020, 02:47 AM) *

I think a script would improve it considerably as the bots are kind of aimless without it to be honest, they will revisit several places without one

Hi Cheeseh, haven't seen you post for a while... Yeah, maps like this, where players back-track through an area, probably need a script. I've done some tweaking on the rcwa over the last month. I think I have them doing a little better without the script, moving forward better, so I'll post that soon if players want to use it until a script is made. smile.gif
madmax2
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Release 2
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Here is an updated waypoint pack for uplink smile.gif . Sorry no script yet, but I think they are better than first release... Bots should move forward in the map better than first release (2 openslater flags removed, bots will run up to gates). There were a number of fixes done for stuck/hung-up bots and other issues (bots blocking vents at end of map greatly reduced, hopefully fixed).

uplink.rcwa (default) - Bots will ride cargo container over 1st gate. Bots will enter vents and end map once they reach final area, but are slowed if player wants to be in front.

uplink_noend3.rcwa - same as default rcwa, except bots won't enter vents in final area, or trigger garg sequence, or end the map.

uplink_end_nocargo2.rcwa - same as default rcwa, except bots won't go up ladder to ride the cargo container. A player must do it the first time, to open the 1st gate. After that, bots can use an exploit in the map to open the gate. This might be the best rcwa until a script is made?

I'll try to post a few details later, when I get time. There is some info in the readme... These waypoints are not script ready, the waypoints will need editing for that... rolleyes.gif
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