QUOTE(343N @ Sep 5 2009, 10:39 AM)
Is this a good code? For koth_twisted...
CODE
#
# RCBot2 Script TWISTED KOTH
#
#
:setup_time:0
:on_reset:
blue_attack:1
blue_defend:1
red_attack:1
red_defend:1
areas:0
it does tell the bots to cap the point but it also makes them defend when they should cap the point.
and you dont need to have setup_time if the map doesnt have setup.
Also adding the blue_cap and red_cap tags will make the bots play slightly better.
CODE
#
# RCBot2 Script TWISTED KOTH
#
#
:setup_time:0
:on_reset:
blue_attack:1
blue_defend:0
red_attack:1
red_defend:0
areas:0
:on_blue_cap:cpnamehere
blue_attack:0
blue_defend:1
red_attack:1
red_defend:0
areas:0
:on_red_cap:cpnamehere
blue_attack:1
blue_defend:0
red_attack:0
red_defend:1
areas:0
I also waypointed this map,but removed it when I noticed that for some reason,bots can see through the walls.
It caused soldiers and demomen to kill themselves alot,and snipers never got out of their spawn because they were "sniping" the other sniper on the other side.
to get the cpname,type rcbot debug gameevent 1 to console and stand on a point you can capture.
then find the part on the console that says cpname = the hill,for example.